switch (scene) { case 0: audio_stop_all(); scr_cutscene_start(); obj_pl.x = 700; obj_pl.y = 140; obj_pl.direction = 90; obj_axis_npc.action_sprite = false; if (cutscene_wait(1)) cutscene_advance(1); break; case 1: cutscene_dialogue(); with (msg) { talker[0] = 1166; message[0] = "* . . ."; message[1] = "* YOu.. . ARE LeTTING ME# GO?"; message[2] = "* UH. WEIRD DeCISION."; prt[0] = 3282; prt[1] = 3282; prt[2] = 3282; } break; case 2: cutscene_wait(1); break; case 3: cutscene_npc_walk(1166, 760, obj_pl.y, 2, "x", "right", 1031); if (obj_axis_npc.x > (obj_pl.x + 3)) obj_pl.direction = 0; break; case 4: cutscene_wait(0.5); break; case 5: cutscene_npc_direction(1166, "left"); break; case 6: cutscene_dialogue(); with (msg) { talker[0] = 1166; message[0] = "* JuST SO YOU KNoW.. ."; message[1] = "* Y0U STILL [freaking]# SUCK."; message[2] = "* FEEL FREE TO TRIP aND# FALL TO YOuR DEATH ON# THE WaY OUT."; prt[0] = 3282; prt[1] = 3282; prt[2] = 3282; } break; case 7: cutscene_npc_walk(1166, 880, 140, 5, "x", "left"); break; case 8: cutscene_wait(0.5); break; case 9: instance_destroy(obj_axis_npc); global.sworks_flag[31] = 2; cutscene_end(); break; }