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gml_Object_obj_ch2_city04_Step_0

(view raw script w/o annotations or w/e)
1
if (obj_mainchara.x > x && con == -1)
2
{
3
    con = 1;
4
    global.interact = 1;
5
    global.facing = 1;
6
    cutscene_master = 
scr_cutscene_make
scr_cutscene_make

function
scr_cutscene_make()
{ _cutscene_master = instance_create(0, 0, obj_cutscene_master); _cutscene_master.master_object = id; return _cutscene_master; }
();
7
    
scr_maincharacters_actors
scr_maincharacters_actors

function
scr_maincharacters_actors()
{ actor_count = 0; kr = 0; kr_actor = instance_create(obj_mainchara.x, obj_mainchara.y, obj_actor);
scr_actor_setup(kr, kr_actor, "kris");
kr_actor.sprite_index = obj_mainchara.sprite_index; kr_actor.depth = obj_mainchara.depth; with (obj_mainchara) visible = 0; for (__jj = 0; __jj < array_length_1d(global.cinstance); __jj++) { if (i_ex(global.cinstance[__jj])) { if (global.cinstance[__jj].name == "susie") { actor_count++; su = __jj + 1; su_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
scr_actor_setup(su, su_actor, "susie");
su_actor.sprite_index = global.cinstance[__jj].sprite_index; su_actor.depth = global.cinstance[__jj].depth; with (global.cinstance[__jj]) visible = 0; } if (global.cinstance[__jj].name == "ralsei") { actor_count++; ra = __jj + 1; ra_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
scr_actor_setup(ra, ra_actor, "ralsei");
ra_actor.sprite_index = global.cinstance[__jj].sprite_index; ra_actor.depth = global.cinstance[__jj].depth; with (global.cinstance[__jj]) visible = 0; } if (global.cinstance[__jj].name == "noelle") { actor_count++; no = __jj + 1; no_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
scr_actor_setup(no, no_actor, "noelle");
no_actor.sprite_index = global.cinstance[__jj].sprite_index; no_actor.depth = global.cinstance[__jj].depth; with (global.cinstance[__jj]) visible = 0; } } } }
();
8
    be = 4;
9
    be_actor = instance_create(berdlynpc.x, berdlynpc.y, obj_actor);
10
    
scr_actor_setup
scr_actor_setup

function
scr_actor_setup(arg0, arg1, arg2)
{ _actorid = arg0; _actorinstance = arg1; _actorname = arg2; obj_cutscene_master.actor_id[_actorid] = _actorinstance; obj_cutscene_master.actor_name[_actorid] = _actorname; with (_actorinstance) { number = arg0;
scr_set_facing_sprites(arg2);
} }
(be, be_actor, "berdly");
11
    be_actor.sprite_index = spr_berdly_walk_down_dw;
12
    berdlynpc.visible = 0;
13
}
14
if (con == 1)
15
{
16
    con = 10;
17
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(kr);
18
    
c_walk
c_walk

function
c_walk(arg0, arg1, arg2)
{
c_cmd("walk", arg0, arg1, arg2, 0);
}
("r", 4, 20);
19
    
c_pannable
c_pannable

function
c_pannable(arg0)
{
c_cmd("pannable", arg0, 0, 0, 0);
}
(1);
20
    
c_panspeed_wait
c_panspeed_wait

function
c_panspeed_wait(arg0, arg1, arg2)
{
c_cmd("panspeed", arg0, arg1, arg2, 0);
c_wait(arg2);
}
(5, 0, 20);
21
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(be);
22
    
c_emote
c_emote

function
c_emote()
{ if (argument_count == 0)
c_cmd("emote", "!", 30, 0, 0);
else if (argument_count == 1)
c_cmd("emote", argument[0], 30, 0, 0);
else if (argument_count == 2)
c_cmd("emote", argument[0], argument[1], 0, 0);
else if (argument_count == 3)
c_cmd("emote", argument[0], argument[1], argument[2], 0);
}
("!", 30);
23
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("l");
24
    
c_speaker
c_speaker

function
c_speaker(arg0)
{
c_cmd("speaker", arg0, 0, 0, 0);
}
("berdly");
25
    
c_msgsetloc
c_msgsetloc

function
c_msgsetloc(arg0, arg1, arg2)
{ var msg_index = arg0; var english = arg1; var localized_string_id = arg2; var str = english; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgset(msg_index, str);
}
(0,
Face 3* Kris!Delay 11 Where were you!Wait for input
"\\E3* Kris^1! Where were you!/", "obj_ch2_city04_slash_Step_0_gml_38_0"
);
26
    
c_msgnextloc
c_msgnextloc

function
c_msgnextloc(arg0, arg1)
{ var str = arg0; var localized_string_id = arg1; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgnext(str);
}
(
Face 1* Tut tut...Delay 11 even late for your own truce.Wait for input
"\\E1* Tut tut..^1. even late for your own truce./", "obj_ch2_city04_slash_Step_0_gml_39_0"
);
27
    
c_msgnextloc
c_msgnextloc

function
c_msgnextloc(arg0, arg1)
{ var str = arg0; var localized_string_id = arg1; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgnext(str);
}
(
Face 6* Well,Delay 11 not as if your presence even matters.Wait for input
"\\E6* Well^1, not as if your presence even matters./", "obj_ch2_city04_slash_Step_0_gml_40_0"
);
28
    
c_msgnextloc
c_msgnextloc

function
c_msgnextloc(arg0, arg1)
{ var str = arg0; var localized_string_id = arg1; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgnext(str);
}
(
Face 7* Ahead of us is a mind meltingly difficult puzzle.Wait for input
"\\E7* Ahead of us is a mind meltingly difficult puzzle./", "obj_ch2_city04_slash_Step_0_gml_41_0"
);
29
    
c_msgnextloc
c_msgnextloc

function
c_msgnextloc(arg0, arg1)
{ var str = arg0; var localized_string_id = arg1; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgnext(str);
}
(
Face J* So just take your nap time,Delay 11 Kris. I'll handle it.Wait for inputClose Message
"\\EJ* So just take your nap time^1, Kris. I'll handle it./%", "obj_ch2_city04_slash_Step_0_gml_42_0"
);
30
    
c_talk_wait
c_talk_wait

function
c_talk_wait()
{
c_talk();
c_waittalk();
}
();
31
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("r");
32
    
c_speaker
c_speaker

function
c_speaker(arg0)
{
c_cmd("speaker", arg0, 0, 0, 0);
}
("berdly");
33
    
c_msgsetloc
c_msgsetloc

function
c_msgsetloc(arg0, arg1, arg2)
{ var msg_index = arg0; var english = arg1; var localized_string_id = arg2; var str = english; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgset(msg_index, str);
}
(0,
Face D* (I...Delay 11 only have to figure out how it works...)Wait for inputClose Message
"\\ED* (I..^1. only have to figure out how it works...)/%", "obj_ch2_city04_slash_Step_0_gml_48_0"
);
34
    
c_talk_wait
c_talk_wait

function
c_talk_wait()
{
c_talk();
c_waittalk();
}
();
35
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("d");
36
    
c_panobj
c_panobj

function
c_panobj(arg0, arg1)
{
c_cmd("panobj", arg0, arg1, 0, 0);
}
(kr_actor, 15);
37
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(15);
38
    
c_pannable
c_pannable

function
c_pannable(arg0)
{
c_cmd("pannable", arg0, 0, 0, 0);
}
(0);
39
}
40
if (con == 10 && !d_ex())
41
{
42
    con = 11;
43
    
c_actortokris
c_actortokris

function
c_actortokris()
{
c_cmd("actortokris", 0, 0, 0, 0);
}
();
44
    
c_terminatekillactors
c_terminatekillactors

function
c_terminatekillactors()
{
c_cmd("terminatekillactors", 0, 0, 0, 0);
}
();
45
}
46
if (con == 11 && !i_ex(obj_cutscene_master))
47
{
48
    con = 20;
49
    global.interact = 0;
50
    global.facing = 0;
51
    berdlynpc.visible = 1;
52
    global.plot = 82;
53
}
54
if (con == 20 && obj_mainchara.x > 1440)
55
{
56
    con = 50;
57
    global.interact = 1;
58
    global.facing = 3;
59
    global.plot = 83;
60
    berdlynpc.visible = 0;
61
    cutscene_master = 
scr_cutscene_make
scr_cutscene_make

function
scr_cutscene_make()
{ _cutscene_master = instance_create(0, 0, obj_cutscene_master); _cutscene_master.master_object = id; return _cutscene_master; }
();
62
    
scr_maincharacters_actors
scr_maincharacters_actors

function
scr_maincharacters_actors()
{ actor_count = 0; kr = 0; kr_actor = instance_create(obj_mainchara.x, obj_mainchara.y, obj_actor);
scr_actor_setup(kr, kr_actor, "kris");
kr_actor.sprite_index = obj_mainchara.sprite_index; kr_actor.depth = obj_mainchara.depth; with (obj_mainchara) visible = 0; for (__jj = 0; __jj < array_length_1d(global.cinstance); __jj++) { if (i_ex(global.cinstance[__jj])) { if (global.cinstance[__jj].name == "susie") { actor_count++; su = __jj + 1; su_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
scr_actor_setup(su, su_actor, "susie");
su_actor.sprite_index = global.cinstance[__jj].sprite_index; su_actor.depth = global.cinstance[__jj].depth; with (global.cinstance[__jj]) visible = 0; } if (global.cinstance[__jj].name == "ralsei") { actor_count++; ra = __jj + 1; ra_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
scr_actor_setup(ra, ra_actor, "ralsei");
ra_actor.sprite_index = global.cinstance[__jj].sprite_index; ra_actor.depth = global.cinstance[__jj].depth; with (global.cinstance[__jj]) visible = 0; } if (global.cinstance[__jj].name == "noelle") { actor_count++; no = __jj + 1; no_actor = instance_create(global.cinstance[__jj].x, global.cinstance[__jj].y, obj_actor);
scr_actor_setup(no, no_actor, "noelle");
no_actor.sprite_index = global.cinstance[__jj].sprite_index; no_actor.depth = global.cinstance[__jj].depth; with (global.cinstance[__jj]) visible = 0; } } } }
();
63
    qu = 3;
64
    qu_actor = instance_create(950, 250, obj_actor);
65
    
scr_actor_setup
scr_actor_setup

function
scr_actor_setup(arg0, arg1, arg2)
{ _actorid = arg0; _actorinstance = arg1; _actorname = arg2; obj_cutscene_master.actor_id[_actorid] = _actorinstance; obj_cutscene_master.actor_name[_actorid] = _actorname; with (_actorinstance) { number = arg0;
scr_set_facing_sprites(arg2);
} }
(qu, qu_actor, "queen");
66
    qu_actor.sprite_index = spr_queen_walk_left;
67
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(qu);
68
    
c_visible
c_visible

function
c_visible(arg0)
{
c_cmd("visible", arg0, 0, 0, 0);
}
(0);
69
    be = 4;
70
    be_actor = instance_create(berdlynpc.x, berdlynpc.y, obj_actor);
71
    
scr_actor_setup
scr_actor_setup

function
scr_actor_setup(arg0, arg1, arg2)
{ _actorid = arg0; _actorinstance = arg1; _actorname = arg2; obj_cutscene_master.actor_id[_actorid] = _actorinstance; obj_cutscene_master.actor_name[_actorid] = _actorname; with (_actorinstance) { number = arg0;
scr_set_facing_sprites(arg2);
} }
(be, be_actor, "berdly");
72
    be_actor.sprite_index = spr_berdly_walk_left_dw;
73
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(be);
74
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("l");
75
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(kr);
76
    
c_walkdirect_wait
c_walkdirect_wait

function
c_walkdirect_wait(arg0, arg1, arg2)
{
c_walkdirect(arg0, arg1, arg2);
c_wait(arg2);
}
(1477, 266, 15);
77
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("l");
78
    
c_pannable
c_pannable

function
c_pannable(arg0)
{
c_cmd("pannable", arg0, 0, 0, 0);
}
(1);
79
    
c_panspeed_wait
c_panspeed_wait

function
c_panspeed_wait(arg0, arg1, arg2)
{
c_cmd("panspeed", arg0, arg1, arg2, 0);
c_wait(arg2);
}
(-10, 0, 50);
80
    
c_speaker
c_speaker

function
c_speaker(arg0)
{
c_cmd("speaker", arg0, 0, 0, 0);
}
("berdly");
81
    
c_msgsetloc
c_msgsetloc

function
c_msgsetloc(arg0, arg1, arg2)
{ var msg_index = arg0; var english = arg1; var localized_string_id = arg2; var str = english; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgset(msg_index, str);
}
(0,
Face 7* Just a moment,Delay 11 Kris,Delay 11 I...Wait for inputClose Message
"\\E7* Just a moment^1, Kris^1, I.../%", "obj_ch2_city04_slash_Step_0_gml_112_0"
);
82
    
c_talk_wait
c_talk_wait

function
c_talk_wait()
{
c_talk();
c_waittalk();
}
();
83
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(be);
84
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("r");
85
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(30);
86
    
c_sprite
c_sprite

function
c_sprite(arg0)
{
c_cmd("sprite", arg0, 0, 0, 0);
}
(spr_berdly_shocked_right);
87
    
c_speaker
c_speaker

function
c_speaker(arg0)
{
c_cmd("speaker", arg0, 0, 0, 0);
}
("berdly");
88
    
c_msgsetloc
c_msgsetloc

function
c_msgsetloc(arg0, arg1, arg2)
{ var msg_index = arg0; var english = arg1; var localized_string_id = arg2; var str = english; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgset(msg_index, str);
}
(0,
Face 3* You...Delay 11 How'd you do that!? I...Delay 11 I...Wait for inputClose Message
"\\E3* You..^1. How'd you do that!? I..^1. I.../%", "obj_ch2_city04_slash_Step_0_gml_124_0"
);
89
    
c_talk_wait
c_talk_wait

function
c_talk_wait()
{
c_talk();
c_waittalk();
}
();
90
    
c_sprite
c_sprite

function
c_sprite(arg0)
{
c_cmd("sprite", arg0, 0, 0, 0);
}
(spr_berdly_walk_right_dw);
91
    
c_walkdirect
c_walkdirect

function
c_walkdirect(arg0, arg1, arg2)
{
c_cmd("walkdirect", arg0, arg1, arg2, 0);
}
(1427, 261, 60);
92
    
c_panspeed_wait
c_panspeed_wait

function
c_panspeed_wait(arg0, arg1, arg2)
{
c_cmd("panspeed", arg0, arg1, arg2, 0);
c_wait(arg2);
}
(8, 0, 60);
93
    
c_speaker
c_speaker

function
c_speaker(arg0)
{
c_cmd("speaker", arg0, 0, 0, 0);
}
("berdly");
94
    
c_msgsetloc
c_msgsetloc

function
c_msgsetloc(arg0, arg1, arg2)
{ var msg_index = arg0; var english = arg1; var localized_string_id = arg2; var str = english; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgset(msg_index, str);
}
(0,
Face C* ...Wait for input
"\\EC* .../", "obj_ch2_city04_slash_Step_0_gml_134_0"
);
95
    
c_msgnextloc
c_msgnextloc

function
c_msgnextloc(arg0, arg1)
{ var str = arg0; var localized_string_id = arg1; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgnext(str);
}
(
Face B* ...Delay 11 Kris. You c-can't tell anyone about this,Delay 11 okay!?Wait for input
"\\EB* ..^1. Kris. You c-can't tell anyone about this^1, okay!?/", "obj_ch2_city04_slash_Step_0_gml_135_0"
);
96
    
c_msgnextloc
c_msgnextloc

function
c_msgnextloc(arg0, arg1)
{ var str = arg0; var localized_string_id = arg1; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgnext(str);
}
(
Face D* If anyone asks,Delay 11 I solved the puzzle!!Wait for inputClose Message
"\\ED* If anyone asks^1, I solved the puzzle!!/%", "obj_ch2_city04_slash_Step_0_gml_136_0"
);
97
    
c_talk_wait
c_talk_wait

function
c_talk_wait()
{
c_talk();
c_waittalk();
}
();
98
    
c_flip
c_flip

function
c_flip(arg0)
{
c_cmd("flip", arg0, 0, 0, 0);
}
("x");
99
    
c_sprite
c_sprite

function
c_sprite(arg0)
{
c_cmd("sprite", arg0, 0, 0, 0);
}
(spr_cutscene_17_berdly_angry);
100
    
c_speaker
c_speaker

function
c_speaker(arg0)
{
c_cmd("speaker", arg0, 0, 0, 0);
}
("berdly");
101
    
c_msgsetloc
c_msgsetloc

function
c_msgsetloc(arg0, arg1, arg2)
{ var msg_index = arg0; var english = arg1; var localized_string_id = arg2; var str = english; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgset(msg_index, str);
}
(0,
Face B* Got it? Not a word to ANYONE!!Wait for input
"\\EB* Got it? Not a word to ANYONE!!/", "obj_ch2_city04_slash_Step_0_gml_144_0"
);
102
    
c_msgnextloc
c_msgnextloc

function
c_msgnextloc(arg0, arg1)
{ var str = arg0; var localized_string_id = arg1; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgnext(str);
}
(
Face C* ESPECIALLY!!!Delay 11 SUSIE!!!Wait for input
"\\EC* ESPECIALLY!!^1! SUSIE!!!/", "obj_ch2_city04_slash_Step_0_gml_145_0"
);
103
    
c_msgnextloc
c_msgnextloc

function
c_msgnextloc(arg0, arg1)
{ var str = arg0; var localized_string_id = arg1; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgnext(str);
}
(
Face A* You KNOW she'd just...Delay 11 lord it over me!!!Wait for inputClose Message
"\\EA* You KNOW she'd just..^1. lord it over me!!!/%", "obj_ch2_city04_slash_Step_0_gml_146_0"
);
104
    
c_talk_wait
c_talk_wait

function
c_talk_wait()
{
c_talk();
c_waittalk();
}
();
105
    
c_flip
c_flip

function
c_flip(arg0)
{
c_cmd("flip", arg0, 0, 0, 0);
}
("x");
106
    
c_facing
c_facing

function
c_facing(arg0)
{
c_cmd("facing", arg0, 0, 0, 0);
}
("u");
107
    
c_speaker
c_speaker

function
c_speaker(arg0)
{
c_cmd("speaker", arg0, 0, 0, 0);
}
("berdly");
108
    
c_msgsetloc
c_msgsetloc

function
c_msgsetloc(arg0, arg1, arg2)
{ var msg_index = arg0; var english = arg1; var localized_string_id = arg2; var str = english; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgset(msg_index, str);
}
(0,
Face C* Ugh!!Wait for inputClose Message
"\\EC* Ugh!!/%", "obj_ch2_city04_slash_Step_0_gml_154_0"
);
109
    
c_talk_wait
c_talk_wait

function
c_talk_wait()
{
c_talk();
c_waittalk();
}
();
110
    
c_walk
c_walk

function
c_walk(arg0, arg1, arg2)
{
c_cmd("walk", arg0, arg1, arg2, 0);
}
("r", 6, 100);
111
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(5);
112
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(kr);
113
    
c_walk
c_walk

function
c_walk(arg0, arg1, arg2)
{
c_cmd("walk", arg0, arg1, arg2, 0);
}
("u", 5, 5);
114
    
c_delayfacing
c_delayfacing

function
c_delayfacing(arg0, arg1)
{
c_cmd_x("delaycmd", arg0, "facing", arg1, 0, 0, 0);
}
(6, "d");
115
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(30);
116
    
c_sel
c_sel

function
c_sel(arg0)
{
c_cmd("select", arg0, 0, 0, 0);
}
(qu);
117
    
c_visible
c_visible

function
c_visible(arg0)
{
c_cmd("visible", arg0, 0, 0, 0);
}
(1);
118
    
c_walk_wait
c_walk_wait

function
c_walk_wait(arg0, arg1, arg2)
{
c_walk(arg0, arg1, arg2);
c_wait(arg2);
}
("r", 12, 20);
119
    
c_speaker
c_speaker

function
c_speaker(arg0)
{
c_cmd("speaker", arg0, 0, 0, 0);
}
("queen");
120
    
c_msgsetloc
c_msgsetloc

function
c_msgsetloc(arg0, arg1, arg2)
{ var msg_index = arg0; var english = arg1; var localized_string_id = arg2; var str = english; if (!is_english()) str =
scr_84_get_lang_string(localized_string_id);
c_msgset(msg_index, str);
}
(0,
Face N* I'm Going To Tell SusieWait for inputClose Message
"\\EN* I'm Going To Tell Susie/%", "obj_ch2_city04_slash_Step_0_gml_174_0"
);
121
    
c_talk_wait
c_talk_wait

function
c_talk_wait()
{
c_talk();
c_waittalk();
}
();
122
    
c_walk_wait
c_walk_wait

function
c_walk_wait(arg0, arg1, arg2)
{
c_walk(arg0, arg1, arg2);
c_wait(arg2);
}
("l", 12, 20);
123
    
c_panobj
c_panobj

function
c_panobj(arg0, arg1)
{
c_cmd("panobj", arg0, arg1, 0, 0);
}
(kr_actor, 30);
124
    
c_wait
c_wait

function
c_wait(arg0)
{
c_cmd("wait", arg0, 0, 0, 0);
}
(31);
125
    
c_pannable
c_pannable

function
c_pannable(arg0)
{
c_cmd("pannable", arg0, 0, 0, 0);
}
(0);
126
    
c_actortokris
c_actortokris

function
c_actortokris()
{
c_cmd("actortokris", 0, 0, 0, 0);
}
();
127
    
c_terminatekillactors
c_terminatekillactors

function
c_terminatekillactors()
{
c_cmd("terminatekillactors", 0, 0, 0, 0);
}
();
128
}
129
if (con == 50 && !i_ex(obj_cutscene_master))
130
{
131
    con = 0;
132
    global.interact = 0;
133
    global.facing = 0;
134
}