switch scene { case 0: instance_create(obj_pl.x, obj_pl.y, obj_player_npc) cutscene_follower_into_actor() break case 1: cutscene_npc_walk(1161, 555, obj_pl.y, 3, "x", "right") scene = 2 break case 2: cutscene_wait(0.2) break case 3: cutscene_npc_walk(1168, 580, obj_pl.y, 3, "x", "left") break case 4: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* I gotta say, that was# pretty entertaining!" message[1] = "* Glad we could bypass# Axis without destroying# him." message[2] = "* Turns out you're a# pretty damn good leader,# Clover!" message[3] = "* I don't know why I# doubted-" message[4] = "* ..." message[5] = "* Right." prt[0] = 372 prt[1] = 374 prt[2] = 395 prt[3] = 372 prt[4] = 394 prt[5] = 371 } break case 5: cutscene_npc_direction(obj_ceroba_npc, "left") break case 6: cutscene_wait(1) break case 7: cutscene_dialogue() with (msg) { talker[0] = 1161 message[0] = "* ..." message[1] = "* I see our exit up ahead." message[2] = "* We're close." prt[0] = 394 prt[1] = 371 prt[2] = 370 if (message_current == 2) obj_ceroba_npc.npc_direction = "right" } break case 8: cutscene_npc_walk(1161, (obj_player_npc.x + 20), obj_player_npc.y, 3, "left") break case 9: cutscene_actor_into_follower() instance_destroy(obj_player_npc) break case 10: global.sworks_flag[40] = 1 cutscene_end() break }