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mirror of 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.
This commit is contained in:
Misa 2020-05-18 18:03:18 -07:00 committed by Ethan Lee
parent 14af88695f
commit 7bd2f92f03

View file

@ -137,6 +137,7 @@ void menuactionpress()
if (!game.save_exists() && !game.anything_unlocked()) if (!game.save_exists() && !game.anything_unlocked())
{ {
//No saves exist, just start a new game //No saves exist, just start a new game
music.playef(11);
game.mainmenu = 0; game.mainmenu = 0;
graphics.fademode = 2; graphics.fademode = 2;
} }
@ -244,10 +245,12 @@ void menuactionpress()
switch (game.currentmenuoption) switch (game.currentmenuoption)
{ {
case 0: //continue save case 0: //continue save
music.playef(11);
game.mainmenu = 23; game.mainmenu = 23;
graphics.fademode = 2; graphics.fademode = 2;
break; break;
case 1: case 1:
music.playef(11);
game.mainmenu = 22; game.mainmenu = 22;
graphics.fademode = 2; graphics.fademode = 2;
break; break;
@ -958,18 +961,21 @@ void menuactionpress()
if (!game.save_exists()) if (!game.save_exists())
{ {
//You have no saves but have something unlocked, or you couldn't have gotten here //You have no saves but have something unlocked, or you couldn't have gotten here
music.playef(11);
game.mainmenu = 0; game.mainmenu = 0;
graphics.fademode = 2; graphics.fademode = 2;
} }
else if (game.telesummary == "") else if (game.telesummary == "")
{ {
//You at least have a quicksave, or you couldn't have gotten here //You at least have a quicksave, or you couldn't have gotten here
music.playef(11);
game.mainmenu = 2; game.mainmenu = 2;
graphics.fademode = 2; graphics.fademode = 2;
} }
else if (game.quicksummary == "") else if (game.quicksummary == "")
{ {
//You at least have a telesave, or you couldn't have gotten here //You at least have a telesave, or you couldn't have gotten here
music.playef(11);
game.mainmenu = 1; game.mainmenu = 1;
graphics.fademode = 2; graphics.fademode = 2;
} }
@ -984,6 +990,7 @@ void menuactionpress()
else if (game.currentmenuoption == 1 && game.unlock[8]) else if (game.currentmenuoption == 1 && game.unlock[8])
{ {
if(!map.invincibility && game.slowdown == 30){ if(!map.invincibility && game.slowdown == 30){
music.playef(11);
game.mainmenu = 11; game.mainmenu = 11;
graphics.fademode = 2; graphics.fademode = 2;
}else{ }else{
@ -1019,6 +1026,7 @@ void menuactionpress()
{ {
case 0: case 0:
//yep //yep
music.playef(11);
game.mainmenu = 0; game.mainmenu = 0;
graphics.fademode = 2; graphics.fademode = 2;
game.deletequick(); game.deletequick();
@ -1118,10 +1126,12 @@ void menuactionpress()
switch (game.currentmenuoption) switch (game.currentmenuoption)
{ {
case 0: //start no death mode, disabling cutscenes case 0: //start no death mode, disabling cutscenes
music.playef(11);
game.mainmenu = 10; game.mainmenu = 10;
graphics.fademode = 2; graphics.fademode = 2;
break; break;
case 1: case 1:
music.playef(11);
game.mainmenu = 9; game.mainmenu = 9;
graphics.fademode = 2; graphics.fademode = 2;
break; break;
@ -1137,10 +1147,12 @@ void menuactionpress()
switch (game.currentmenuoption) switch (game.currentmenuoption)
{ {
case 0: case 0:
music.playef(11);
game.mainmenu = 1; game.mainmenu = 1;
graphics.fademode = 2; graphics.fademode = 2;
break; break;
case 1: case 1:
music.playef(11);
game.mainmenu = 2; game.mainmenu = 2;
graphics.fademode = 2; graphics.fademode = 2;
break; break;
@ -1179,18 +1191,22 @@ void menuactionpress()
switch (game.currentmenuoption) switch (game.currentmenuoption)
{ {
case 0: case 0:
music.playef(11);
game.mainmenu = 12; game.mainmenu = 12;
graphics.fademode = 2; graphics.fademode = 2;
break; break;
case 1: case 1:
music.playef(11);
game.mainmenu = 13; game.mainmenu = 13;
graphics.fademode = 2; graphics.fademode = 2;
break; break;
case 2: case 2:
music.playef(11);
game.mainmenu = 14; game.mainmenu = 14;
graphics.fademode = 2; graphics.fademode = 2;
break; break;
case 3: case 3:
music.playef(11);
game.mainmenu = 15; game.mainmenu = 15;
graphics.fademode = 2; graphics.fademode = 2;
break; break;
@ -1206,18 +1222,22 @@ void menuactionpress()
switch (game.currentmenuoption) switch (game.currentmenuoption)
{ {
case 0: case 0:
music.playef(11);
game.mainmenu = 16; game.mainmenu = 16;
graphics.fademode = 2; graphics.fademode = 2;
break; break;
case 1: case 1:
music.playef(11);
game.mainmenu = 17; game.mainmenu = 17;
graphics.fademode = 2; graphics.fademode = 2;
break; break;
case 2: case 2:
music.playef(11);
game.mainmenu = 18; game.mainmenu = 18;
graphics.fademode = 2; graphics.fademode = 2;
break; break;
case 3: case 3:
music.playef(11);
game.mainmenu = 19; game.mainmenu = 19;
graphics.fademode = 2; graphics.fademode = 2;
break; break;
@ -1249,31 +1269,37 @@ void menuactionpress()
case Menu::timetrials: case Menu::timetrials:
if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1 if (game.currentmenuoption == 0 && game.unlock[9]) //space station 1
{ {
music.playef(11);
game.mainmenu = 3; game.mainmenu = 3;
graphics.fademode = 2; graphics.fademode = 2;
} }
else if (game.currentmenuoption == 1 && game.unlock[10]) //lab else if (game.currentmenuoption == 1 && game.unlock[10]) //lab
{ {
music.playef(11);
game.mainmenu = 4; game.mainmenu = 4;
graphics.fademode = 2; graphics.fademode = 2;
} }
else if (game.currentmenuoption == 2 && game.unlock[11]) //tower else if (game.currentmenuoption == 2 && game.unlock[11]) //tower
{ {
music.playef(11);
game.mainmenu = 5; game.mainmenu = 5;
graphics.fademode = 2; graphics.fademode = 2;
} }
else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2 else if (game.currentmenuoption == 3 && game.unlock[12]) //station 2
{ {
music.playef(11);
game.mainmenu = 6; game.mainmenu = 6;
graphics.fademode = 2; graphics.fademode = 2;
} }
else if (game.currentmenuoption == 4 && game.unlock[13]) //warp else if (game.currentmenuoption == 4 && game.unlock[13]) //warp
{ {
music.playef(11);
game.mainmenu = 7; game.mainmenu = 7;
graphics.fademode = 2; graphics.fademode = 2;
} }
else if (game.currentmenuoption == 5 && game.unlock[14]) //final else if (game.currentmenuoption == 5 && game.unlock[14]) //final
{ {
music.playef(11);
game.mainmenu = 8; game.mainmenu = 8;
graphics.fademode = 2; graphics.fademode = 2;
} }
@ -1313,31 +1339,37 @@ void menuactionpress()
//duplicate the above based on given time trial level! //duplicate the above based on given time trial level!
if (game.timetriallevel == 0) //space station 1 if (game.timetriallevel == 0) //space station 1
{ {
music.playef(11);
game.mainmenu = 3; game.mainmenu = 3;
graphics.fademode = 2; graphics.fademode = 2;
} }
else if (game.timetriallevel == 1) //lab else if (game.timetriallevel == 1) //lab
{ {
music.playef(11);
game.mainmenu = 4; game.mainmenu = 4;
graphics.fademode = 2; graphics.fademode = 2;
} }
else if (game.timetriallevel == 2) //tower else if (game.timetriallevel == 2) //tower
{ {
music.playef(11);
game.mainmenu = 5; game.mainmenu = 5;
graphics.fademode = 2; graphics.fademode = 2;
} }
else if (game.timetriallevel == 3) //station 2 else if (game.timetriallevel == 3) //station 2
{ {
music.playef(11);
game.mainmenu = 6; game.mainmenu = 6;
graphics.fademode = 2; graphics.fademode = 2;
} }
else if (game.timetriallevel == 4) //warp else if (game.timetriallevel == 4) //warp
{ {
music.playef(11);
game.mainmenu = 7; game.mainmenu = 7;
graphics.fademode = 2; graphics.fademode = 2;
} }
else if (game.timetriallevel == 5) //final else if (game.timetriallevel == 5) //final
{ {
music.playef(11);
game.mainmenu = 8; game.mainmenu = 8;
graphics.fademode = 2; graphics.fademode = 2;
} }