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(obj_axis_npc, "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 }