mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-30 01:48:15 +03:00
Use enums for sound effects
This adds an anonymous enum for sound effects and replaces all calls to music.playef that use integer literals. This is not a named enum (that can be used for strict typechecking) because sound effect IDs are essentially part of the API of the game - many custom levels use these numbers. This is just to make the source code more readable without needing a comment to denote what number is what sound.
This commit is contained in:
@@ -1110,7 +1110,7 @@ void Game::updatestate(void)
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if(INBOUNDS_VEC(i, obj.entities) && obj.entities[i].tile == 0)
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{
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obj.entities[i].tile = 144;
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music.playef(2);
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music.playef(Sound_CRY);
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}
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setstate(0);
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break;
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@@ -1509,7 +1509,7 @@ void Game::updatestate(void)
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break;
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case 50:
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music.playef(15);
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music.playef(Sound_VIOLET);
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graphics.createtextbox(loc::gettext("Help! Can anyone hear this message?"), 5, 8, TEXT_COLOUR("purple"));
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graphics.textboxcommsrelay();
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graphics.textboxtimer(60);
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@@ -1517,7 +1517,7 @@ void Game::updatestate(void)
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setstatedelay(100);
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break;
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case 51:
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music.playef(15);
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music.playef(Sound_VIOLET);
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graphics.createtextbox(loc::gettext("Verdigris? Are you out there? Are you ok?"), 5, 8, TEXT_COLOUR("purple"));
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graphics.textboxcommsrelay();
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graphics.textboxtimer(60);
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@@ -1525,7 +1525,7 @@ void Game::updatestate(void)
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setstatedelay(100);
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break;
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case 52:
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music.playef(15);
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music.playef(Sound_VIOLET);
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graphics.createtextbox(loc::gettext("Please help us! We've crashed and need assistance!"), 5, 8, TEXT_COLOUR("purple"));
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graphics.textboxcommsrelay();
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graphics.textboxtimer(60);
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@@ -1533,7 +1533,7 @@ void Game::updatestate(void)
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setstatedelay(100);
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break;
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case 53:
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music.playef(15);
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music.playef(Sound_VIOLET);
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graphics.createtextbox(loc::gettext("Hello? Anyone out there?"), 5, 8, TEXT_COLOUR("purple"));
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graphics.textboxcommsrelay();
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graphics.textboxtimer(60);
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@@ -1541,7 +1541,7 @@ void Game::updatestate(void)
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setstatedelay(100);
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break;
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case 54:
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music.playef(15);
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music.playef(Sound_VIOLET);
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graphics.createtextbox(loc::gettext("This is Doctor Violet from the D.S.S. Souleye! Please respond!"), 5, 8, TEXT_COLOUR("purple"));
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graphics.textboxcommsrelay();
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graphics.textboxtimer(60);
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@@ -1549,7 +1549,7 @@ void Game::updatestate(void)
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setstatedelay(100);
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break;
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case 55:
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music.playef(15);
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music.playef(Sound_VIOLET);
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graphics.createtextbox(loc::gettext("Please... Anyone..."), 5, 8, TEXT_COLOUR("purple"));
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graphics.textboxcommsrelay();
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graphics.textboxtimer(60);
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@@ -1557,7 +1557,7 @@ void Game::updatestate(void)
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setstatedelay(100);
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break;
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case 56:
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music.playef(15);
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music.playef(Sound_VIOLET);
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graphics.createtextbox(loc::gettext("Please be alright, everyone..."), 5, 8, TEXT_COLOUR("purple"));
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graphics.textboxcommsrelay();
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graphics.textboxtimer(60);
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@@ -1668,7 +1668,7 @@ void Game::updatestate(void)
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obj.removetrigger(85);
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//Init final stretch
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incstate();
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music.playef(9);
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music.playef(Sound_FLASH);
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music.play(Music_POSITIVEFORCE);
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obj.flags[72] = true;
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@@ -1761,7 +1761,7 @@ void Game::updatestate(void)
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if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].onroof > 0 && gravitycontrol == 1)
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{
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gravitycontrol = 0;
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music.playef(1);
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music.playef(Sound_UNFLIP);
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}
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if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].onground > 0)
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{
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@@ -1787,14 +1787,14 @@ void Game::updatestate(void)
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graphics.createtextbox("Captain! I've been so worried!", 60, 90, 164, 255, 164);
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graphics.textboxprintflags(PR_FONT_8X8);
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incstate();
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music.playef(12);
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music.playef(Sound_VERDIGRIS);
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}
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break;
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case 104:
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graphics.createtextbox("I'm glad you're ok!", 135, 152, TEXT_COLOUR("cyan"));
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graphics.textboxprintflags(PR_FONT_8X8);
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incstate();
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music.playef(11);
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music.playef(Sound_VIRIDIAN);
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graphics.textboxactive();
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break;
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case 106:
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@@ -1804,7 +1804,7 @@ void Game::updatestate(void)
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graphics.addline("around in circles...");
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graphics.textboxprintflags(PR_FONT_8X8);
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incstate();
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music.playef(2);
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music.playef(Sound_CRY);
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graphics.textboxactive();
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int i = obj.getcompanion();
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if (INBOUNDS_VEC(i, obj.entities))
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@@ -1819,7 +1819,7 @@ void Game::updatestate(void)
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graphics.addline("teleporter key!");
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graphics.textboxprintflags(PR_FONT_8X8);
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incstate();
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music.playef(11);
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music.playef(Sound_VIRIDIAN);
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graphics.textboxactive();
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break;
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case 110:
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@@ -1834,7 +1834,7 @@ void Game::updatestate(void)
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graphics.createtextbox("Follow me!", 185, 154, TEXT_COLOUR("cyan"));
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graphics.textboxprintflags(PR_FONT_8X8);
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incstate();
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music.playef(11);
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music.playef(Sound_VIRIDIAN);
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graphics.textboxactive();
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}
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@@ -1891,7 +1891,7 @@ void Game::updatestate(void)
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if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].onground > 0 && gravitycontrol == 0)
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{
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gravitycontrol = 1;
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music.playef(1);
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music.playef(Sound_UNFLIP);
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}
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if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].onroof > 0)
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{
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@@ -1916,7 +1916,7 @@ void Game::updatestate(void)
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graphics.createtextbox("Captain! You're ok!", 60-10, 90-40, TEXT_COLOUR("yellow"));
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graphics.textboxprintflags(PR_FONT_8X8);
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incstate();
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music.playef(14);
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music.playef(Sound_VITELLARY);
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break;
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}
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case 124:
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@@ -1925,7 +1925,7 @@ void Game::updatestate(void)
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graphics.addline("I can't get it to go anywhere...");
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graphics.textboxprintflags(PR_FONT_8X8);
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incstate();
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music.playef(2);
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music.playef(Sound_CRY);
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graphics.textboxactive();
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break;
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}
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@@ -1933,7 +1933,7 @@ void Game::updatestate(void)
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graphics.createtextbox("I can help with that!", 125, 152-40, TEXT_COLOUR("cyan"));
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graphics.textboxprintflags(PR_FONT_8X8);
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incstate();
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music.playef(11);
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music.playef(Sound_VIRIDIAN);
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graphics.textboxactive();
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break;
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case 128:
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@@ -1941,7 +1941,7 @@ void Game::updatestate(void)
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graphics.addline("codex for our ship!");
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graphics.textboxprintflags(PR_FONT_8X8);
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incstate();
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music.playef(11);
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music.playef(Sound_VIRIDIAN);
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graphics.textboxactive();
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break;
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@@ -1950,7 +1950,7 @@ void Game::updatestate(void)
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graphics.createtextbox("Yey! Let's go home!", 60-30, 90-35, TEXT_COLOUR("yellow"));
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graphics.textboxprintflags(PR_FONT_8X8);
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incstate();
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music.playef(14);
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music.playef(Sound_VITELLARY);
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graphics.textboxactive();
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int i = obj.getcompanion();
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if (INBOUNDS_VEC(i, obj.entities))
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@@ -1971,7 +1971,7 @@ void Game::updatestate(void)
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case 200:
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//Init final stretch
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incstate();
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music.playef(9);
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music.playef(Sound_FLASH);
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obj.flags[72] = true;
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screenshake = 10;
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@@ -2229,7 +2229,7 @@ void Game::updatestate(void)
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setstatedelay(15);
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flashlight = 5;
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screenshake = 90;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 2501:
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//Activating a teleporter 2
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@@ -2238,7 +2238,7 @@ void Game::updatestate(void)
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flashlight = 5;
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screenshake = 0;
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//we're done here!
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music.playef(10);
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music.playef(Sound_TELEPORT);
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break;
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case 2502:
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{
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@@ -2346,7 +2346,7 @@ void Game::updatestate(void)
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graphics.createtextbox("Hello?", 125+24, 152-20, TEXT_COLOUR("cyan"));
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graphics.textboxprintflags(PR_FONT_8X8);
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incstate();
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music.playef(11);
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music.playef(Sound_VIRIDIAN);
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graphics.textboxactive();
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break;
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case 2512:
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@@ -2355,7 +2355,7 @@ void Game::updatestate(void)
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graphics.createtextbox("Is anyone there?", 125+8, 152-24, TEXT_COLOUR("cyan"));
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graphics.textboxprintflags(PR_FONT_8X8);
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incstate();
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music.playef(11);
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music.playef(Sound_VIRIDIAN);
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graphics.textboxactive();
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break;
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case 2514:
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@@ -2374,28 +2374,28 @@ void Game::updatestate(void)
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setstatedelay(30);
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flashlight = 5;
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screenshake = 90;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 3001:
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//Activating a teleporter 2
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incstate();
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setstatedelay(15);
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flashlight = 5;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 3002:
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//Activating a teleporter 2
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incstate();
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setstatedelay(15);
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flashlight = 5;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 3003:
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//Activating a teleporter 2
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incstate();
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setstatedelay(15);
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flashlight = 5;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 3004:
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//Activating a teleporter 2
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@@ -2404,7 +2404,7 @@ void Game::updatestate(void)
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flashlight = 5;
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screenshake = 0;
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//we're done here!
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music.playef(10);
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music.playef(Sound_TELEPORT);
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break;
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case 3005:
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{
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@@ -3058,7 +3058,7 @@ void Game::updatestate(void)
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setstatedelay(30);
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flashlight = 5;
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screenshake = 90;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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}
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case 3512:
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@@ -3066,21 +3066,21 @@ void Game::updatestate(void)
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incstate();
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setstatedelay(15);
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flashlight = 5;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 3513:
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//Activating a teleporter 2
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incstate();
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setstatedelay(15);
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flashlight = 5;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 3514:
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//Activating a teleporter 2
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incstate();
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setstatedelay(15);
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flashlight = 5;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 3515:
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{
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@@ -3098,7 +3098,7 @@ void Game::updatestate(void)
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}
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//we're done here!
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music.playef(10);
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music.playef(Sound_TELEPORT);
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setstatedelay(60);
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break;
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}
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@@ -3158,7 +3158,7 @@ void Game::updatestate(void)
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statedelay = 10;
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flashlight = 5;
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screenshake = 10;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 4001:
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//Activating a teleporter 2
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@@ -3167,7 +3167,7 @@ void Game::updatestate(void)
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flashlight = 5;
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screenshake = 0;
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//we're done here!
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music.playef(10);
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music.playef(Sound_TELEPORT);
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break;
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case 4002:
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{
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@@ -3203,7 +3203,7 @@ void Game::updatestate(void)
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setstatedelay(15);
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flashlight = 5;
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screenshake = 90;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 4011:
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//Activating a teleporter 2
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@@ -3211,7 +3211,7 @@ void Game::updatestate(void)
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setstatedelay(0);
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flashlight = 5;
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screenshake = 0;
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music.playef(10);
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music.playef(Sound_TELEPORT);
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break;
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case 4012:
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{
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@@ -3334,7 +3334,7 @@ void Game::updatestate(void)
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setstatedelay(15);
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flashlight = 5;
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screenshake = 90;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 4021:
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//Activating a teleporter 2
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@@ -3342,7 +3342,7 @@ void Game::updatestate(void)
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setstatedelay(0);
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flashlight = 5;
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screenshake = 0;
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music.playef(10);
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music.playef(Sound_TELEPORT);
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break;
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case 4022:
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{
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@@ -3447,7 +3447,7 @@ void Game::updatestate(void)
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setstatedelay(15);
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flashlight = 5;
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screenshake = 90;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 4031:
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//Activating a teleporter 2
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@@ -3455,7 +3455,7 @@ void Game::updatestate(void)
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setstatedelay(0);
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flashlight = 5;
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screenshake = 0;
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music.playef(10);
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music.playef(Sound_TELEPORT);
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break;
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case 4032:
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{
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@@ -3560,7 +3560,7 @@ void Game::updatestate(void)
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setstatedelay(15);
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flashlight = 5;
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screenshake = 90;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 4041:
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//Activating a teleporter 2
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@@ -3568,7 +3568,7 @@ void Game::updatestate(void)
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setstatedelay(0);
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flashlight = 5;
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screenshake = 0;
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music.playef(10);
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music.playef(Sound_TELEPORT);
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break;
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case 4042:
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{
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@@ -3678,7 +3678,7 @@ void Game::updatestate(void)
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setstatedelay(15);
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flashlight = 5;
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screenshake = 90;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 4051:
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//Activating a teleporter 2
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@@ -3686,7 +3686,7 @@ void Game::updatestate(void)
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setstatedelay(0);
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flashlight = 5;
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screenshake = 0;
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music.playef(10);
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music.playef(Sound_TELEPORT);
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break;
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case 4052:
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{
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@@ -3796,7 +3796,7 @@ void Game::updatestate(void)
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setstatedelay(15);
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flashlight = 5;
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screenshake = 90;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 4061:
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//Activating a teleporter 2
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@@ -3804,7 +3804,7 @@ void Game::updatestate(void)
|
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setstatedelay(0);
|
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flashlight = 5;
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screenshake = 0;
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music.playef(10);
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music.playef(Sound_TELEPORT);
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break;
|
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case 4062:
|
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{
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||||
@@ -3912,7 +3912,7 @@ void Game::updatestate(void)
|
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setstatedelay(15);
|
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flashlight = 5;
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screenshake = 90;
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music.playef(9);
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music.playef(Sound_FLASH);
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break;
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case 4071:
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//Activating a teleporter 2
|
||||
@@ -3920,7 +3920,7 @@ void Game::updatestate(void)
|
||||
setstatedelay(0);
|
||||
flashlight = 5;
|
||||
screenshake = 0;
|
||||
music.playef(10);
|
||||
music.playef(Sound_TELEPORT);
|
||||
break;
|
||||
case 4072:
|
||||
{
|
||||
@@ -4025,7 +4025,7 @@ void Game::updatestate(void)
|
||||
setstatedelay(15);
|
||||
flashlight = 5;
|
||||
screenshake = 90;
|
||||
music.playef(9);
|
||||
music.playef(Sound_FLASH);
|
||||
break;
|
||||
case 4081:
|
||||
//Activating a teleporter 2
|
||||
@@ -4033,7 +4033,7 @@ void Game::updatestate(void)
|
||||
setstatedelay(0);
|
||||
flashlight = 5;
|
||||
screenshake = 0;
|
||||
music.playef(10);
|
||||
music.playef(Sound_TELEPORT);
|
||||
break;
|
||||
case 4082:
|
||||
{
|
||||
@@ -4138,7 +4138,7 @@ void Game::updatestate(void)
|
||||
setstatedelay(15);
|
||||
flashlight = 5;
|
||||
screenshake = 90;
|
||||
music.playef(9);
|
||||
music.playef(Sound_FLASH);
|
||||
break;
|
||||
case 4091:
|
||||
//Activating a teleporter 2
|
||||
@@ -4146,7 +4146,7 @@ void Game::updatestate(void)
|
||||
setstatedelay(0);
|
||||
flashlight = 5;
|
||||
screenshake = 0;
|
||||
music.playef(10);
|
||||
music.playef(Sound_TELEPORT);
|
||||
break;
|
||||
case 4092:
|
||||
{
|
||||
@@ -5040,7 +5040,7 @@ void Game::deathsequence(void)
|
||||
music.nicefade = false;
|
||||
}
|
||||
deathcounts++;
|
||||
music.playef(2);
|
||||
music.playef(Sound_CRY);
|
||||
if (INBOUNDS_VEC(i, obj.entities) && !noflashingmode)
|
||||
{
|
||||
obj.entities[i].invis = true;
|
||||
|
||||
Reference in New Issue
Block a user