if live_call() return global.live_result; if (act == 1) { switch scene { case 0: cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc) break case 1: cutscene_npc_walk(1168, 160, 120, 3, "x", "down") break case 2: cutscene_wait(0.5) break case 3: audio_play_sound(snd_ring, 1, 0) cutscene_advance() break case 4: if (door_closed_amount < 1) door_closed_amount += 0.05 else cutscene_sfx_play(snd_elevator_door_shut, 1) break case 5: cutscene_wait(1) break case 6: cutscene_advance() break case 7: cutscene_sfx_play(snd_elevator, 1) audio_sound_pitch(snd_elevator, 1) break case 8: cutscene_wait(3.7) break case 9: cutscene_advance() break case 10: cutscene_wait(1) break case 11: cutscene_sfx_play(snd_sliding_door_open, 1) break case 12: if (door_closed_amount > 0) door_closed_amount -= 0.05 else cutscene_advance() break case 13: cutscene_wait(0.25) break case 14: cutscene_npc_walk(1168, 160, 220, 3, "x", "down") break case 15: audio_stop_all() instance_destroy(obj_player_npc) scr_cutscene_end() switch asset_get_index(global.last_room_overworld) { case 210: cutscene_change_room(207, 170, 140, 0.1) break case 207: cutscene_change_room(210, 160, 120, 0.1) break } } camera_set_view_pos(view_camera[0], 0, 0) camera_set_view_pos(view_camera[0], random_range((-screenshake_intensity), screenshake_intensity), random_range(screenshake_intensity, screenshake_intensity)) if (scene > 7 && scene < 9) { if (screenshake_intensity < 1) screenshake_intensity += 0.05 } else if (screenshake_intensity > 0) screenshake_intensity -= 0.15 } else { var flash = false switch scene { case 0: cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc) break case 1: cutscene_npc_walk(1168, 160, 120, 2, "x", "down") break case 2: cutscene_wait(2) break case 3: case 5: case 7: flash = true cutscene_advance() break case 4: cutscene_wait(0.9) break case 6: cutscene_wait(0.4) break case 8: cutscene_wait(1.2) break case 9: if (scene != 9) audio_play_sound(snd_electric_flash, 1, 0) layer_enable_fx("effect_dark_overlay", false) scene++ break case 10: cutscene_wait(1) break case 11: audio_play_sound(snd_ring, 1, 0) cutscene_advance() break case 12: if (door_closed_amount < 1) door_closed_amount += 0.05 else cutscene_sfx_play(snd_elevator_door_shut, 1) break case 13: cutscene_wait(1) break case 14: cutscene_advance() break case 15: cutscene_sfx_play(snd_elevator_long, 1) break case 16: cutscene_wait(2) break case 17: audio_sound_gain(snd_elevator_long, 0.5, 1000) obj_radio.bgm = 353 global.radio_restart = true cutscene_advance() break case 18: if (!audio_is_playing(snd_elevator_long)) cutscene_advance() break case 19: cutscene_sfx_play(snd_sliding_door_open, 1) break case 20: if (door_closed_amount > 0) door_closed_amount -= 0.05 else cutscene_advance() break case 21: cutscene_wait(0.55) break case 22: cutscene_npc_walk(1168, 160, 220, 2, "x", "down") break case 23: instance_destroy(obj_player_npc) scr_cutscene_end() global.hotland_flag[6] = 1 switch asset_get_index(global.last_room_overworld) { case 210: cutscene_change_room(207, 170, 140, 0.1) break case 207: cutscene_change_room(210, 160, 120, 0.1) break } break } if (scene > 15 && scene < 19) { if (screenshake_intensity < 1) screenshake_intensity += 0.05 } else if (screenshake_intensity > 0) screenshake_intensity -= 0.15 if (flash == true) { audio_play_sound(snd_electric_flash, 1, 0) layer_enable_fx("effect_dark_overlay", true) if (!alarm[0]) alarm[0] = 8 } camera_set_view_pos(view_camera[0], 0, 0) camera_set_view_pos(view_camera[0], random_range((-screenshake_intensity), screenshake_intensity), random_range(screenshake_intensity, screenshake_intensity)) }