Hm, could you clarify how do you make GUIs invisible during blocking actions, are you using a setting "When interface is disabled GUI should -- Be hidden", or script this GUI hide/show yourself?
In regards to the whole thing, it looks like you need a way to mark a "blocking state" by hand, to be able to unmark it 1 non-blocked cycle later.
There's a group of functions: EnableInterface, DisableInterface, IsInterfaceEnabled, and my impression is that this "disabled" state works as a counter (similar to PauseGame/UnpauseGame). Any blocking action increments this counter on start and decrements when ends, but so does any manual call to EnableInterface and DisableInterface correspondingly.
So, as theoretical possibility, you could call DisableInterface() before running first part of the cutscene, then inside "repeatedly_execute", where you don't need to run a second part of the cutscene, check IsInterfaceEnabled and call EnableInterface() if it is. This would enable GUI right after "repeatedly_execute" is run first time.
EDIT: I also have a guess that you might be able to automate this by checking "game.disabled_user_interface" variable in "repeatedly_execute_always", and if it's only 1, then either increasing it by hand +1 or calling DisableInterface, to make it 2.
Maybe you will need extra variable to be able to tell if you just wanted to disable gui while no blocking action is played, but I don't know if you ever do.
EDIT2: If you do not use this setting, but your own custom code, then you could probably replicate the above solution using your own functions and variables.
In regards to the whole thing, it looks like you need a way to mark a "blocking state" by hand, to be able to unmark it 1 non-blocked cycle later.
There's a group of functions: EnableInterface, DisableInterface, IsInterfaceEnabled, and my impression is that this "disabled" state works as a counter (similar to PauseGame/UnpauseGame). Any blocking action increments this counter on start and decrements when ends, but so does any manual call to EnableInterface and DisableInterface correspondingly.
So, as theoretical possibility, you could call DisableInterface() before running first part of the cutscene, then inside "repeatedly_execute", where you don't need to run a second part of the cutscene, check IsInterfaceEnabled and call EnableInterface() if it is. This would enable GUI right after "repeatedly_execute" is run first time.
EDIT: I also have a guess that you might be able to automate this by checking "game.disabled_user_interface" variable in "repeatedly_execute_always", and if it's only 1, then either increasing it by hand +1 or calling DisableInterface, to make it 2.
Maybe you will need extra variable to be able to tell if you just wanted to disable gui while no blocking action is played, but I don't know if you ever do.
EDIT2: If you do not use this setting, but your own custom code, then you could probably replicate the above solution using your own functions and variables.