switch scene { case 0: if (obj_pl.x < 790) { scr_cutscene_start() instance_create(obj_pl.x, obj_pl.y, obj_player_npc) cutscene_advance() } break case 1: cutscene_npc_walk(1168, 700, 140, 3, "x", "up") break case 2: cutscene_wait(1.25) break case 3: cutscene_dialogue() with (msg) { talker[0] = 1166 if (global.geno_complete[4] == true) { message[0] = "* I. .." message[1] = "* I DID ALL I C0ULD." message[2] = "* I wAS OnLY ABLE TO sAVE# A FEW buT..." message[3] = "* NoW_ I KN0W YOU WILL# LE4VE ThIS PLaCE# UNSATISFIED." message[4] = "* . . ." message[5] = "* TH3 SAME FaTE ThEY mET# MAY AWAiT ME," message[6] = "* BuT I WILL N0 LONG,ER# RUN FRom YOU." message[7] = "* ThAT CANN0N OF DE4TH# YOU WIeLD iS STR0NG.. ." prt[0] = 3282 prt[1] = 3282 prt[2] = 3282 prt[3] = 3282 prt[4] = 3282 prt[5] = 3282 prt[6] = 3282 prt[7] = 3282 } else { message[0] = "* CoULDN'T GET us ALL,# HUH?" message[1] = "* IT SE3MS MaNY BOTS# EvADED Y0U." message[2] = "* NoW_ I KN0W YOU WILL# LE4VE ThIS PLaCE# UNSATISFIED." message[3] = "* BUT AS yOU CAN SEE, I# AM STILL H3RE." message[4] = "* WeLL, ,," message[5] = "* I DECIdED I WILL N0# LONG,ER RUN FRom YOU." message[6] = "* ThAT CANN0N OF DE4TH# YOU WIeLD iS STR0NG.. ." prt[0] = 3282 prt[1] = 3282 prt[2] = 3282 prt[3] = 3282 prt[4] = 3282 prt[5] = 3282 prt[6] = 3282 } position = 0 } break case 4: cutscene_npc_walk(1166, (obj_steamworks_35_trashcan.x + 20), (obj_steamworks_35_trashcan.y - 1), 2, "x", "left") break case 5: cutscene_wait(0.5) cutscene_advance(5.5) break case 5.5: if cutscene_npc_action_sprite(1166, 3549, 1, true) { obj_steamworks_35_trashcan.image_index = 1 obj_axis_npc.action_sprite = false cutscene_npc_set_sprites(obj_axis_npc, 2592, 1728, 3681, 233, 488, 1728, 3681, 3415) cutscene_advance(6) } break case 6: cutscene_npc_walk(1166, 700, 100, 3, "x", "down") break case 7: cutscene_wait(0.5) break case 8: cutscene_dialogue() with (msg) { talker[0] = 1166 if (global.geno_complete[4] == true) { message[0] = "* BUT AS you CAN SEE, . ." message[1] = "* I H4VE DRaWN A \"WEAP0n\"# OF MY OWN_." message[2] = "* NoW.. . AS THE K1DS# SAY," message[3] = "* COME AT ME." prt[0] = 3282 prt[1] = 3282 prt[2] = 3282 prt[3] = 3282 } else { message[0] = "* BUT I H4VE DRaWN A# \"WEAP0n\" OF MY OWN_." message[1] = "* SO. .." message[2] = "* WhY NOT TRY Y0UR LUCK?" prt[0] = 3282 prt[1] = 3282 prt[2] = 3282 } position = 0 } break case 9: scr_audio_fade_out(cutscene_music, 650) cutscene_advance() break case 10: cutscene_battle_initiate("axis genocide", true, true) cutscene_advance() break }