1 |
if (obj_mainchara.x < 550 && con == -1) |
2 |
{ |
3 |
con = 2; |
4 |
global.interact = 1; |
5 |
global.facing = 1; |
6 |
cutscene_master = scr_cutscene_makescr_cutscene_makefunction scr_cutscene_make()
{
_cutscene_master = instance_create(0, 0, obj_cutscene_master);
_cutscene_master.master_object = id;
return _cutscene_master;
} (); |
7 |
scr_maincharacters_actorsscr_maincharacters_actorsfunction 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 |
} |
9 |
if (con == 2) |
10 |
{ |
11 |
con = 3; |
12 |
c_sel(su); |
13 |
c_walk("l", 4, 15); |
14 |
c_facing("susieunhappy"); |
15 |
c_delayfacing(16, "d"); |
16 |
c_autodepth(0); |
17 |
var su_depth = (su_actor.y < ra_actor.y) ? 98000 : 95000; |
18 |
c_depth(su_depth); |
19 |
c_pannable(1); |
20 |
c_panspeed(-4, 0, 55); |
21 |
c_sel(kr); |
22 |
c_walk("l", 4, 55); |
23 |
c_delayfacing(56, "r"); |
24 |
c_sel(ra); |
25 |
var ral_xpos = (ra_actor.x > 645) ? 70 : 60; |
26 |
c_walk_wait("l", 4, ral_xpos); |
27 |
c_facing("r"); |
28 |
c_wait(30); |
29 |
c_speaker("susie"); |
30 |
c_msgsetloc(0, Face 0* ...Wait for input"\\E0* .../", "obj_ch2_sceneex3_slash_Step_0_gml_48_0" ); |
31 |
c_msgnextloc(Face 1* Hey so...Delay 11 are we seriously...Wait for inputClose Message"\\E1* Hey so..^1. are we seriously.../%", "obj_ch2_sceneex3_slash_Step_0_gml_49_0" ); |
32 |
c_talk_wait(); |
33 |
c_sel(su); |
34 |
c_facing("l"); |
35 |
c_speaker("susie"); |
36 |
c_msgsetloc(0, Face 0* NOT gonna talk about any of that?Wait for input"\\E0* NOT gonna talk about any of that?/", "obj_ch2_sceneex3_slash_Step_0_gml_57_0" ); |
37 |
c_msgnextloc(Face C* That was god damn weird.Wait for inputClose Message"\\EC* That was god damn weird./%", "obj_ch2_sceneex3_slash_Step_0_gml_58_0" ); |
38 |
c_talk_wait(); |
39 |
c_facing("d"); |
40 |
c_speaker("susie"); |
41 |
c_msgsetloc(0, Face 0* Puppets...Delay 11 strings...Delay 11 hands...Wait for input"\\E0* Puppets..^1. strings..^1. hands.../", "obj_ch2_sceneex3_slash_Step_0_gml_65_0" ); |
42 |
c_msgnextloc(Face 1* What the hell does any of that mean?Wait for input"\\E1* What the hell does any of that mean?/", "obj_ch2_sceneex3_slash_Step_0_gml_66_0" ); |
43 |
c_msgnextloc(Face D* And the way he just...Delay 11 broke.Wait for inputClose Message"\\ED* And the way he just..^1. broke./%", "obj_ch2_sceneex3_slash_Step_0_gml_67_0" ); |
44 |
c_talk_wait(); |
45 |
c_facing("r"); |
46 |
c_speaker("ralsei"); |
47 |
c_msgsetloc(0, Face 6* I...Delay 11 don't think it meant anything,Delay 11 Susie.Wait for input"\\E6* I..^1. don't think it meant anything^1, Susie./", "obj_ch2_sceneex3_slash_Step_0_gml_74_0" ); |
48 |
c_msgnextloc(Face 4* It seems like it was just a corrupted program.Wait for inputClose Message"\\E4* It seems like it was just a corrupted program./%", "obj_ch2_sceneex3_slash_Step_0_gml_75_0" ); |
49 |
c_talk_wait(); |
50 |
c_sel(ra); |
51 |
c_facing("d"); |
52 |
c_speaker("ralsei"); |
53 |
c_msgsetloc(0, Face I* He turned into our ally,Delay 11 so let's just accept it.Wait for inputClose Message"\\EI* He turned into our ally^1, so let's just accept it./%", "obj_ch2_sceneex3_slash_Step_0_gml_83_0" ); |
54 |
c_talk_wait(); |
55 |
c_sel(su); |
56 |
c_autodepth(1); |
57 |
c_walkdirect(380, kr_actor.y - 14, 30); |
58 |
c_delayfacing(31, "l"); |
59 |
c_wait(20); |
60 |
c_sel(ra); |
61 |
c_autowalk(0); |
62 |
c_imagespeed(0.25); |
63 |
c_walk_wait("u", 4, 10); |
64 |
c_imagespeed(0); |
65 |
c_sel(kr); |
66 |
c_facing("r"); |
67 |
c_wait(30); |
68 |
c_msc(1129); |
69 |
c_talk_wait(); |
70 |
} |
71 |
if (con == 10) |
72 |
{ |
73 |
con = 30; |
74 |
global.flag[324 spamton_stress_response] = 1; |
75 |
c_sel(kr); |
76 |
c_facing("u"); |
77 |
c_speaker("susie"); |
78 |
c_msgsetloc(0, Face 0* ...Wait for inputClose Message"\\E0* .../%", "obj_ch2_sceneex3_slash_Step_0_gml_116_0" ); |
79 |
c_talk_wait(); |
80 |
c_sel(su); |
81 |
c_facing("d"); |
82 |
c_speaker("susie"); |
83 |
c_msgsetloc(0, Face C* (If you say it all strained like that,Delay 11)Wait for input"\\EC* (If you say it all strained like that^1,)/", "obj_ch2_sceneex3_slash_Step_0_gml_124_0" ); |
84 |
c_msgnextloc(Face 1* (...Delay 11 I'm not gonna think you're OK...)Wait for input"\\E1* (..^1. I'm not gonna think you're OK...)/", "obj_ch2_sceneex3_slash_Step_0_gml_125_0" ); |
85 |
c_msgnextloc(Face 0* (...)Wait for inputClose Message"\\E0* (...)/%", "obj_ch2_sceneex3_slash_Step_0_gml_126_0" ); |
86 |
c_talk_wait(); |
87 |
c_facing("l"); |
88 |
c_speaker("susie"); |
89 |
c_msgsetloc(0, Face C* (Hey Ralsei,Delay 11 you think Kris is OK?)Wait for inputClose Message"\\EC* (Hey Ralsei^1, you think Kris is OK?)/%", "obj_ch2_sceneex3_slash_Step_0_gml_133_0" ); |
90 |
c_talk_wait(); |
91 |
c_sel(ra); |
92 |
c_facing("l"); |
93 |
c_wait(10); |
94 |
c_speaker("ralsei"); |
95 |
c_msgsetloc(0, Face 4* (Hmm...Delay 11 well,Delay 11 they seem a bit shocked,Delay 11 but...)Wait for input"\\E4* (Hmm..^1. well^1, they seem a bit shocked^1, but...)/", "obj_ch2_sceneex3_slash_Step_0_gml_144_0" ); |
96 |
c_msgnextloc(Face I* (Kris doesn't want us to worry,Delay 11 so...)Wait for input"\\EI* (Kris doesn't want us to worry^1, so...)/", "obj_ch2_sceneex3_slash_Step_0_gml_145_0" ); |
97 |
c_msgnextloc(Face Q* (Let's not push them for now...)Wait for inputClose Message"\\EQ* (Let's not push them for now...)/%", "obj_ch2_sceneex3_slash_Step_0_gml_146_0" ); |
98 |
c_talk_wait(); |
99 |
c_sel(ra); |
100 |
c_autowalk(1); |
101 |
c_walkdirect_wait(284, 168, 31); |
102 |
c_walkdirect_wait(263, kr_actor.y - 7, 9); |
103 |
c_facing("r"); |
104 |
c_wait(10); |
105 |
c_speaker("ralsei"); |
106 |
c_msgsetloc(0, Face 2* Kris,Delay 11 I'll make some cake for you later,Delay 11 OK?Wait for input"\\E2* Kris^1, I'll make some cake for you later^1, OK?/", "obj_ch2_sceneex3_slash_Step_0_gml_159_0" ); |
107 |
c_msgnextloc(Face Q* I could even make it chocolate-flavored,Delay 11Wait for input"\\EQ* I could even make it chocolate-flavored^1,/", "obj_ch2_sceneex3_slash_Step_0_gml_160_0" ); |
108 |
c_msgnextloc(Face Q* Butterscotch,Delay 11 cinnamon...Delay 11 whatever you want.Wait for inputClose Message"\\EQ* Butterscotch^1, cinnamon..^1. whatever you want./%", "obj_ch2_sceneex3_slash_Step_0_gml_161_0" ); |
109 |
c_talk_wait(); |
110 |
c_sel(su); |
111 |
c_facing("d"); |
112 |
c_speaker("susie"); |
113 |
c_msgsetloc(0, Face 0* ...Wait for inputClose Message"\\E0* .../%", "obj_ch2_sceneex3_slash_Step_0_gml_169_0" ); |
114 |
c_talk_wait(); |
115 |
c_facing("l"); |
116 |
c_speaker("susie"); |
117 |
c_msgsetloc(0, Face 2* Well,Delay 11 their stomach's rumbling but the goosebumps aren't gone.Wait for inputClose Message"\\E2* Well^1, their stomach's rumbling but the goosebumps aren't gone./%", "obj_ch2_sceneex3_slash_Step_0_gml_176_0" ); |
118 |
c_talk_wait(); |
119 |
c_sel(ra); |
120 |
c_walk_wait("r", 5, 5); |
121 |
c_speaker("ralsei"); |
122 |
c_msgsetloc(0, Face 1* Kris,Delay 11 if you're cold,Delay 11 you can share my scarf...Wait for input"\\E1* Kris^1, if you're cold^1, you can share my scarf.../", "obj_ch2_sceneex3_slash_Step_0_gml_184_0" ); |
123 |
c_msgnextloc(Face J* Huh? Or,Delay 11 um,Delay 11 sure,Delay 11 Susie could...?Wait for inputClose Message"\\EJ* Huh? Or^1, um^1, sure^1, Susie could...?/%", "obj_ch2_sceneex3_slash_Step_0_gml_185_0" ); |
124 |
c_talk_wait(); |
125 |
c_sel(kr); |
126 |
c_facing("r"); |
127 |
c_sel(su); |
128 |
c_sprite(spr_susie_shock); |
129 |
c_speaker("susie"); |
130 |
c_msgsetloc(0, Face 5* What? No,Delay 11 hell if I'm giving you MY jacket!Wait for inputClose Message"\\E5* What? No^1, hell if I'm giving you MY jacket!/%", "obj_ch2_sceneex3_slash_Step_0_gml_196_0" ); |
131 |
c_talk_wait(); |
132 |
c_autowalk(0); |
133 |
c_sprite(spr_susie_walk_back_arm); |
134 |
c_flip("x"); |
135 |
c_imageindex(0); |
136 |
c_speaker("susie"); |
137 |
c_msgsetloc(0, Face Y* You make ME cold,Delay 11 I'm burning you knuckleheads for warmth.Wait for input"\\EY* You make ME cold^1, I'm burning you knuckleheads for warmth./", "obj_ch2_sceneex3_slash_Step_0_gml_206_0" ); |
138 |
c_facenext("ralsei", "U"); |
139 |
c_msgnextloc(Face U* Susie!!!Wait for input"\\EU* Susie!!!/", "obj_ch2_sceneex3_slash_Step_0_gml_208_0" ); |
140 |
c_facenext("susie", 2); |
141 |
c_msgnextloc(Face 2* Too late,Delay 11 already imagining you guys as idiot-scented candles.Wait for input"\\E2* Too late^1, already imagining you guys as idiot-scented candles./", "obj_ch2_sceneex3_slash_Step_0_gml_210_0" ); |
142 |
c_msgnextloc(Face L* (...Delay 11 Heh,Delay 11 that got Kris smiling. Let's go.)Wait for inputClose Message"\\EL* (..^1. Heh^1, that got Kris smiling. Let's go.)/%", "obj_ch2_sceneex3_slash_Step_0_gml_211_0" ); |
143 |
c_talk_wait(); |
144 |
c_sel(su); |
145 |
c_flip("x"); |
146 |
c_autowalk(1); |
147 |
c_facing("susie"); |
148 |
c_facing("l"); |
149 |
c_sel(ra); |
150 |
c_autowalk(1); |
151 |
c_walk_wait("u", 4, 5); |
152 |
c_walk_wait("r", 4, 40); |
153 |
c_walk_wait("d", 4, 5); |
154 |
c_facing("l"); |
155 |
c_wait(15); |
156 |
} |
157 |
if (con == 20) |
158 |
{ |
159 |
con = 30; |
160 |
global.flag[324 spamton_stress_response] = 2; |
161 |
c_sel(kr); |
162 |
c_facing("u"); |
163 |
c_sel(ra); |
164 |
c_autowalk(1); |
165 |
c_walkdirect_wait(264, 168, 31); |
166 |
c_walkdirect_wait(253, kr_actor.y - 10, 9); |
167 |
c_facing("r"); |
168 |
c_speaker("ralsei"); |
169 |
c_msgsetloc(0, Face Q* K...Delay 11 Kris? Are you OK? You're yelling...Wait for inputClose Message"\\EQ* K..^1. Kris? Are you OK? You're yelling.../%", "obj_ch2_sceneex3_slash_Step_0_gml_245_0" ); |
170 |
c_talk_wait(); |
171 |
if (global.flag[325 ralsei_photo_choice] == 1) |
172 |
{ |
173 |
c_wait(15); |
174 |
c_sel(ra); |
175 |
c_autodepth(0); |
176 |
c_depth(0); |
177 |
c_walk_wait("r", 4, 15); |
178 |
c_sel(ra); |
179 |
c_autowalk(0); |
180 |
c_sprite(spr_ralsei_hug_hatless); |
181 |
c_addxy(0, 6); |
182 |
c_imagespeed(0.15); |
183 |
c_wait(15); |
184 |
c_imagespeed(0); |
185 |
c_wait(75); |
186 |
c_sprite(spr_ralsei_hug_stop_hatless); |
187 |
c_wait(15); |
188 |
c_imagespeed(0); |
189 |
c_wait(15); |
190 |
c_autowalk(1); |
191 |
c_facing("r"); |
192 |
c_addxy(0, -6); |
193 |
c_autowalk(0); |
194 |
c_walk("l", 4, 10); |
195 |
c_imagespeed(0.25); |
196 |
c_wait(11); |
197 |
c_autowalk(1); |
198 |
c_autodepth(1); |
199 |
c_facing("r"); |
200 |
} |
201 |
else |
202 |
{ |
203 |
c_sel(ra); |
204 |
c_walk("r", 4, 5); |
205 |
} |
206 |
c_sel(kr); |
207 |
c_facing("l"); |
208 |
c_speaker("ralsei"); |
209 |
c_msgsetloc(0, Face B* There,Delay 11 there...Delay 11 everything's alright.Wait for input"\\EB* There^1, there..^1. everything's alright./", "obj_ch2_sceneex3_slash_Step_0_gml_304_0" ); |
210 |
c_msgnextloc(Face Q* Don't think about what happened too hard,Delay 11 OK?Wait for input"\\EQ* Don't think about what happened too hard^1, OK?/", "obj_ch2_sceneex3_slash_Step_0_gml_305_0" ); |
211 |
c_msgnextloc(Face 0* Just take some deep breaths and think about...Wait for input"\\E0* Just take some deep breaths and think about.../", "obj_ch2_sceneex3_slash_Step_0_gml_306_0" ); |
212 |
c_msgnextloc(Face Q* Something you like. Something nice...Delay 11 something soft.Wait for input"\\EQ* Something you like. Something nice..^1. something soft./", "obj_ch2_sceneex3_slash_Step_0_gml_307_0" ); |
213 |
c_msgnextloc(Face 2* I'll be right next to you until you feel better,Delay 11 Kris.Wait for input"\\E2* I'll be right next to you until you feel better^1, Kris./", "obj_ch2_sceneex3_slash_Step_0_gml_308_0" ); |
214 |
c_msgnextloc(Face 1* ...Wait for inputClose Message"\\E1* .../%", "obj_ch2_sceneex3_slash_Step_0_gml_309_0" ); |
215 |
c_talk_wait(); |
216 |
c_speaker("susie"); |
217 |
c_msgsetloc(0, Face 0* ...Wait for input"\\E0* .../", "obj_ch2_sceneex3_slash_Step_0_gml_326_0" ); |
218 |
c_msgnextloc(Face 1* Guess Ralsei's right,Delay 11 Kris.Wait for input"\\E1* Guess Ralsei's right^1, Kris./", "obj_ch2_sceneex3_slash_Step_0_gml_327_0" ); |
219 |
c_msgnextloc(Face 0* Whatever just happened...Delay 11 I guess...Wait for input"\\E0* Whatever just happened..^1. I guess.../", "obj_ch2_sceneex3_slash_Step_0_gml_328_0" ); |
220 |
c_msgnextloc(Face 1* Maybe it didn't mean anything.Wait for input"\\E1* Maybe it didn't mean anything./", "obj_ch2_sceneex3_slash_Step_0_gml_329_0" ); |
221 |
c_msgnextloc(Face 0* I dunno why you came here,Delay 11 but...Wait for input"\\E0* I dunno why you came here^1, but.../", "obj_ch2_sceneex3_slash_Step_0_gml_330_0" ); |
222 |
c_msgnextloc(Face Y* Let's just be glad you didn't get killed. Heh.Wait for input"\\EY* Let's just be glad you didn't get killed. Heh./", "obj_ch2_sceneex3_slash_Step_0_gml_331_0" ); |
223 |
c_msgnextloc(Face 0* ...Wait for input"\\E0* .../", "obj_ch2_sceneex3_slash_Step_0_gml_332_0" ); |
224 |
c_msgnextloc(Face K* (Just...Delay 11 tell us next time...)Wait for input"\\EK* (Just..^1. tell us next time...)/", "obj_ch2_sceneex3_slash_Step_0_gml_333_0" ); |
225 |
c_msgnextloc(Face Y* (You're gonna do something stupid like this,Delay 11 OK?)Wait for inputClose Message"\\EY* (You're gonna do something stupid like this^1, OK?)/%", "obj_ch2_sceneex3_slash_Step_0_gml_334_0" ); |
226 |
c_talk_wait(); |
227 |
if (global.flag[325 ralsei_photo_choice] == 1) |
228 |
{ |
229 |
c_wait(30); |
230 |
c_sel(kr); |
231 |
c_facing("r"); |
232 |
c_wait(5); |
233 |
c_speaker("susie"); |
234 |
c_msgsetloc(0, Face K* ...Wait for input"\\EK* .../", "obj_ch2_sceneex3_slash_Step_0_gml_350_0" ); |
235 |
c_msgnextloc(Face 5* What? No,Delay 11 I'M not giving YOU a hug!Wait for input"\\E5* What? No^1, I'M not giving YOU a hug!/", "obj_ch2_sceneex3_slash_Step_0_gml_351_0" ); |
236 |
c_msgnextloc(Face H* That's what Ralsei's for!!Delay 11 He's like a portable teddy bear!Wait for input"\\EH* That's what Ralsei's for!^1! He's like a portable teddy bear!/", "obj_ch2_sceneex3_slash_Step_0_gml_352_0" ); |
237 |
c_facenext("ralsei", "J"); |
238 |
c_msgnextloc(Face J* But Susie,Delay 11 because you never give out hugs.Wait for input"\\EJ* But Susie^1, because you never give out hugs./", "obj_ch2_sceneex3_slash_Step_0_gml_354_0" ); |
239 |
c_msgnextloc(Face G* That increases their value. It's the law of supply and demand.Wait for input"\\EG* That increases their value. It's the law of supply and demand./", "obj_ch2_sceneex3_slash_Step_0_gml_355_0" ); |
240 |
c_facenext("susie", "H"); |
241 |
c_msgnextloc(Face H* Well,Delay 11 I demand,Delay 11 you supply me,Delay 11 with,Delay 11 uh -Wait for input"\\EH* Well^1, I demand^1, you supply me^1, with^1, uh -/", "obj_ch2_sceneex3_slash_Step_0_gml_357_0" ); |
242 |
c_msgnextloc(Face 5* Ugh,Delay 11 enough of you guys!Wait for inputClose Message"\\E5* Ugh^1, enough of you guys!/%", "obj_ch2_sceneex3_slash_Step_0_gml_358_0" ); |
243 |
c_talk_wait(); |
244 |
c_pannable(1); |
245 |
c_panspeed(-5, 0, 20); |
246 |
c_sel(su); |
247 |
c_autowalk(1); |
248 |
c_delaywalk(6, "l", 8, 22); |
249 |
c_delaywalk(29, "d", 8, 60); |
250 |
c_wait(5); |
251 |
c_sel(kr); |
252 |
c_facing("d"); |
253 |
c_autowalk(0); |
254 |
c_imagespeed(0.25); |
255 |
c_walk("u", 4, 5); |
256 |
c_delaycmd(6, "imagespeed", 0); |
257 |
c_sel(ra); |
258 |
c_facing("d"); |
259 |
c_autowalk(0); |
260 |
c_imagespeed(0.25); |
261 |
c_walk("u", 4, 5); |
262 |
c_delaycmd(6, "imagespeed", 0); |
263 |
c_wait(15); |
264 |
c_sel(kr); |
265 |
c_facing("d"); |
266 |
c_autowalk(1); |
267 |
c_walk("d", 4, 5); |
268 |
c_wait(5); |
269 |
c_sel(ra); |
270 |
c_facing("d"); |
271 |
c_autowalk(1); |
272 |
c_walk("d", 4, 5); |
273 |
c_wait(15); |
274 |
c_wait(60); |
275 |
c_sel(ra); |
276 |
c_autowalk(1); |
277 |
c_facing("r"); |
278 |
c_speaker("ralsei"); |
279 |
c_msgsetloc(0, Face 2* ...Delay 11 I think everything will be OK,Delay 11 Kris.Wait for inputClose Message"\\E2* ..^1. I think everything will be OK^1, Kris./%", "obj_ch2_sceneex3_slash_Step_0_gml_409_0" ); |
280 |
c_talk_wait(); |
281 |
c_sel(ra); |
282 |
c_walk_wait("d", 4, 5); |
283 |
c_walk_wait("r", 4, 30); |
284 |
c_walk_wait("u", 4, 5); |
285 |
c_facing("l"); |
286 |
c_wait(15); |
287 |
c_sel(kr); |
288 |
c_autowalk(1); |
289 |
c_walk("l", 4, 26); |
290 |
c_delaywalk(27, "d", 4, 80); |
291 |
c_sel(ra); |
292 |
c_delaywalk(5, "l", 4, 44); |
293 |
c_delaywalk(50, "d", 4, 80); |
294 |
c_wait(130); |
295 |
} |
296 |
else |
297 |
{ |
298 |
c_sel(ra); |
299 |
c_autowalk(1); |
300 |
c_walk_wait("u", 4, 5); |
301 |
c_walk_wait("r", 4, 50); |
302 |
c_walk_wait("d", 4, 5); |
303 |
c_facing("l"); |
304 |
c_wait(15); |
305 |
} |
306 |
} |
307 |
if (con == 30) |
308 |
{ |
309 |
con = 59; |
310 |
alarm[0] = 30; |
311 |
global.facing = 0; |
312 |
c_mus2("volume", 0, 30); |
313 |
if (global.flag[324 spamton_stress_response] == 2 && global.flag[325 ralsei_photo_choice] == 1) |
314 |
{ |
315 |
with (obj_caterpillarchara) |
316 |
{ |
317 |
if (name == "susie") |
318 |
instance_destroy(); |
319 |
} |
320 |
with (obj_caterpillarchara) |
321 |
scr_caterpillar_interpolatescr_caterpillar_interpolatefunction scr_caterpillar_interpolate()
{
_newfacing = scr_facing_letter_to_number( scr_get_cardinal_direction(point_direction(x, y, obj_mainchara.x, obj_mainchara.y)));
remx[0] = obj_mainchara.x;
remy[0] = obj_mainchara.y;
facing[0] = _newfacing;
for (_iaia = target; _iaia > 0; _iaia -= 1)
{
remx[_iaia] = lerp(obj_mainchara.x, x, _iaia / target);
if (global.darkzone == 1)
remy[_iaia] = lerp(obj_mainchara.y, y + 16, _iaia / target);
else
remy[_iaia] = lerp(obj_mainchara.y, y + 6, _iaia / target);
facing[_iaia] = _newfacing;
}
} (); |
322 |
} |
323 |
c_pannable(0); |
324 |
c_actortokris(); |
325 |
c_actortocaterpillar(); |
326 |
c_terminatekillactors(); |
327 |
} |
328 |
if (con == 60 && !i_ex(obj_cutscene_master)) |
329 |
{ |
330 |
global.interact = 0; |
331 |
global.facing = 0; |
332 |
if (global.flag[324 spamton_stress_response] == 2 && global.flag[325 ralsei_photo_choice] == 1) |
333 |
con = 62; |
334 |
else |
335 |
con = 0; |
336 |
} |
337 |
if (con == 62) |
338 |
{ |
339 |
con = 99; |
340 |
global.interact = 3; |
341 |
global.entrance = 20; |
342 |
instance_create(0, 0, obj_persistentfadein); |
343 |
room_goto(room_dw_mansion_east_1f_secret ); |
344 |
} |