if (con == 0) { con = 1; alarm[0] = 1; global.interact = 1; global.facing = 0; } if (open_fence) { open_fence = false; if (i_ex(obj_noellehouse_fence)) { with (obj_noellehouse_fence) open_fence = true; } } if (close_fence) { close_fence = false; if (i_ex(obj_noellehouse_fence)) { with (obj_noellehouse_fence) close_fence = true; } } if (con == 2) { con = 3; cutscene_master = scr_cutscene_make(); scr_maincharacters_actors(); c_pannable(1); c_pan(140, 0, 70); c_sel(kr); c_setxy(190, 138); c_walkdirect(313, 138, 70); c_sel(su); c_facing("susieunhappy"); c_setxy(155, 132); c_delaywalkdirect(10, 279, 132, 70); c_wait(40); c_var_lerp_instance(blackall, "image_alpha", 1, 0, 60); c_wait(90); c_speaker("susie"); c_msgsetloc(0, "\\E0* ..^1. well^1, what the hell do we do now?/%", "obj_ch4_PDC15_slash_Step_0_gml_60_0"); c_talk_wait(); c_var_instance(id, "rain_start", true); c_wait(80); c_sel(su); c_autowalk(0); c_sprite(spr_susie_look_up); c_halt(); c_wait(60); c_speaker("susie"); c_msgsetloc(0, "\\EC* ..^1. great. Now it's raining./", "obj_ch4_PDC15_slash_Step_0_gml_76_0"); c_msgnextloc("\\E1* Least your house is close. Let's go./%", "obj_ch4_PDC15_slash_Step_0_gml_77_0"); c_talk(); c_wait_box(1); c_sel(su); c_autowalk(1); c_facing("u"); c_wait_talk(); c_panobj(kr_actor, 15); c_wait(16); c_pannable(0); c_sel(kr); c_facing("d"); c_actortokris(); c_actortocaterpillar(); c_terminatekillactors(); } if (con == 3 && !i_ex(obj_cutscene_master)) { global.interact = 0; global.facing = 0; with (obj_noellehouse_fence) hide_fence = true; con = 99; } if (rain_start) { rain_start = false; global.plot = 100; with (obj_border_controller) set_custom_effect(2); instance_create(0, 0, obj_lw_rain_effect); }