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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-23 10:09:43 +01:00
Make all gamemode starts play a Viridan squeak
It's always personally irked me that the only time you get a Viridian squeak when pressing ACTION to start fading out and going in-game is when you start playing a custom level. And that's only if you don't have a quicksave. To make things more consistent (and to add more polish to the game), I made sure there was a music.playef(11) every time game.mainmenu gets set. I also made sure that this doesn't result in double-squeaking, i.e. music.playef(11) being called twice, which can be very loud and ear-hurting.
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1 changed files with 32 additions and 0 deletions
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@ -137,6 +137,7 @@ void menuactionpress()
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if (!game.save_exists() && !game.anything_unlocked())
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if (!game.save_exists() && !game.anything_unlocked())
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{
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{
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//No saves exist, just start a new game
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//No saves exist, just start a new game
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music.playef(11);
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game.mainmenu = 0;
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game.mainmenu = 0;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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@ -244,10 +245,12 @@ void menuactionpress()
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switch (game.currentmenuoption)
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switch (game.currentmenuoption)
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{
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{
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case 0: //continue save
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case 0: //continue save
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music.playef(11);
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game.mainmenu = 23;
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game.mainmenu = 23;
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graphics.fademode = 2;
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graphics.fademode = 2;
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break;
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break;
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case 1:
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case 1:
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music.playef(11);
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game.mainmenu = 22;
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game.mainmenu = 22;
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graphics.fademode = 2;
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graphics.fademode = 2;
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break;
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break;
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@ -958,18 +961,21 @@ void menuactionpress()
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if (!game.save_exists())
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if (!game.save_exists())
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{
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{
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//You have no saves but have something unlocked, or you couldn't have gotten here
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//You have no saves but have something unlocked, or you couldn't have gotten here
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music.playef(11);
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game.mainmenu = 0;
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game.mainmenu = 0;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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else if (game.telesummary == "")
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else if (game.telesummary == "")
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{
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{
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//You at least have a quicksave, or you couldn't have gotten here
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//You at least have a quicksave, or you couldn't have gotten here
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music.playef(11);
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game.mainmenu = 2;
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game.mainmenu = 2;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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else if (game.quicksummary == "")
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else if (game.quicksummary == "")
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{
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{
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//You at least have a telesave, or you couldn't have gotten here
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//You at least have a telesave, or you couldn't have gotten here
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music.playef(11);
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game.mainmenu = 1;
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game.mainmenu = 1;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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@ -984,6 +990,7 @@ void menuactionpress()
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else if (game.currentmenuoption == 1 && game.unlock[8])
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else if (game.currentmenuoption == 1 && game.unlock[8])
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{
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{
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if(!map.invincibility && game.slowdown == 30){
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if(!map.invincibility && game.slowdown == 30){
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music.playef(11);
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game.mainmenu = 11;
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game.mainmenu = 11;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}else{
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}else{
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@ -1019,6 +1026,7 @@ void menuactionpress()
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{
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{
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case 0:
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case 0:
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//yep
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//yep
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music.playef(11);
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game.mainmenu = 0;
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game.mainmenu = 0;
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graphics.fademode = 2;
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graphics.fademode = 2;
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game.deletequick();
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game.deletequick();
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@ -1118,10 +1126,12 @@ void menuactionpress()
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switch (game.currentmenuoption)
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switch (game.currentmenuoption)
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{
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{
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case 0: //start no death mode, disabling cutscenes
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case 0: //start no death mode, disabling cutscenes
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music.playef(11);
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game.mainmenu = 10;
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game.mainmenu = 10;
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graphics.fademode = 2;
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graphics.fademode = 2;
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break;
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break;
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case 1:
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case 1:
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music.playef(11);
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game.mainmenu = 9;
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game.mainmenu = 9;
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graphics.fademode = 2;
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graphics.fademode = 2;
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break;
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break;
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@ -1137,10 +1147,12 @@ void menuactionpress()
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switch (game.currentmenuoption)
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switch (game.currentmenuoption)
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{
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{
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case 0:
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case 0:
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music.playef(11);
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game.mainmenu = 1;
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game.mainmenu = 1;
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graphics.fademode = 2;
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graphics.fademode = 2;
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break;
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break;
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case 1:
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case 1:
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music.playef(11);
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game.mainmenu = 2;
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game.mainmenu = 2;
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graphics.fademode = 2;
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graphics.fademode = 2;
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break;
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break;
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@ -1179,18 +1191,22 @@ void menuactionpress()
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switch (game.currentmenuoption)
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switch (game.currentmenuoption)
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{
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{
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case 0:
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case 0:
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music.playef(11);
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game.mainmenu = 12;
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game.mainmenu = 12;
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graphics.fademode = 2;
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graphics.fademode = 2;
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break;
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break;
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case 1:
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case 1:
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music.playef(11);
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game.mainmenu = 13;
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game.mainmenu = 13;
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graphics.fademode = 2;
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graphics.fademode = 2;
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break;
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break;
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case 2:
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case 2:
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music.playef(11);
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game.mainmenu = 14;
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game.mainmenu = 14;
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graphics.fademode = 2;
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graphics.fademode = 2;
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break;
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break;
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case 3:
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case 3:
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music.playef(11);
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game.mainmenu = 15;
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game.mainmenu = 15;
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graphics.fademode = 2;
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graphics.fademode = 2;
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break;
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break;
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@ -1206,18 +1222,22 @@ void menuactionpress()
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switch (game.currentmenuoption)
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switch (game.currentmenuoption)
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{
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{
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case 0:
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case 0:
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music.playef(11);
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game.mainmenu = 16;
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game.mainmenu = 16;
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graphics.fademode = 2;
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graphics.fademode = 2;
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break;
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break;
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case 1:
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case 1:
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music.playef(11);
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game.mainmenu = 17;
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game.mainmenu = 17;
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graphics.fademode = 2;
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graphics.fademode = 2;
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break;
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break;
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case 2:
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case 2:
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music.playef(11);
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game.mainmenu = 18;
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game.mainmenu = 18;
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graphics.fademode = 2;
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graphics.fademode = 2;
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break;
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break;
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case 3:
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case 3:
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music.playef(11);
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game.mainmenu = 19;
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game.mainmenu = 19;
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graphics.fademode = 2;
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graphics.fademode = 2;
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break;
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break;
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@ -1249,31 +1269,37 @@ void menuactionpress()
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case Menu::timetrials:
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case Menu::timetrials:
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if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1
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if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1
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{
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{
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music.playef(11);
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game.mainmenu = 3;
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game.mainmenu = 3;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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else if (game.currentmenuoption == 1 && game.unlock[10]) //lab
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else if (game.currentmenuoption == 1 && game.unlock[10]) //lab
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{
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{
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music.playef(11);
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game.mainmenu = 4;
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game.mainmenu = 4;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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else if (game.currentmenuoption == 2 && game.unlock[11]) //tower
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else if (game.currentmenuoption == 2 && game.unlock[11]) //tower
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{
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{
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music.playef(11);
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game.mainmenu = 5;
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game.mainmenu = 5;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2
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else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2
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{
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{
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music.playef(11);
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game.mainmenu = 6;
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game.mainmenu = 6;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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else if (game.currentmenuoption == 4 && game.unlock[13]) //warp
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else if (game.currentmenuoption == 4 && game.unlock[13]) //warp
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{
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{
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music.playef(11);
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game.mainmenu = 7;
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game.mainmenu = 7;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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else if (game.currentmenuoption == 5 && game.unlock[14]) //final
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else if (game.currentmenuoption == 5 && game.unlock[14]) //final
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{
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{
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music.playef(11);
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game.mainmenu = 8;
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game.mainmenu = 8;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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@ -1313,31 +1339,37 @@ void menuactionpress()
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//duplicate the above based on given time trial level!
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//duplicate the above based on given time trial level!
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if (game.timetriallevel == 0) //space station 1
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if (game.timetriallevel == 0) //space station 1
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{
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{
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music.playef(11);
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game.mainmenu = 3;
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game.mainmenu = 3;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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else if (game.timetriallevel == 1) //lab
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else if (game.timetriallevel == 1) //lab
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{
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{
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music.playef(11);
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game.mainmenu = 4;
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game.mainmenu = 4;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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else if (game.timetriallevel == 2) //tower
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else if (game.timetriallevel == 2) //tower
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{
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{
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music.playef(11);
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game.mainmenu = 5;
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game.mainmenu = 5;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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else if (game.timetriallevel == 3) //station 2
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else if (game.timetriallevel == 3) //station 2
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{
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{
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music.playef(11);
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game.mainmenu = 6;
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game.mainmenu = 6;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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else if (game.timetriallevel == 4) //warp
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else if (game.timetriallevel == 4) //warp
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{
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{
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music.playef(11);
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game.mainmenu = 7;
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game.mainmenu = 7;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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else if (game.timetriallevel == 5) //final
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else if (game.timetriallevel == 5) //final
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{
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{
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music.playef(11);
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game.mainmenu = 8;
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game.mainmenu = 8;
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graphics.fademode = 2;
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graphics.fademode = 2;
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}
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}
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