mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
Use enums for music tracks
This adds an anonymous enum for music tracks and replaces all calls to music.play and music.niceplay that use integer literals. Additionally, this is also done for integer literals for cl.levmusic (except 0) and music.currentsong where appropriate, but _not_ the music areamap because that would not make it look very aesthetically pleasing in the code. This is not a named enum (that can be used for strict typechecking) because music track IDs are essentially part of the API of the game - almost every custom level uses these numbers. This is just to make the source code more readable without needing a comment to denote what number is what track.
This commit is contained in:
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e9eeaa4186
commit
cdeca65be7
8 changed files with 83 additions and 57 deletions
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@ -299,49 +299,49 @@ static void editormenurender(int tr, int tg, int tb)
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case 0:
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songname = loc::gettext("No background music");
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break;
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case 1:
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case Music_PUSHINGONWARDS:
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songname = loc::gettext("1: Pushing Onwards");
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break;
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case 2:
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case Music_POSITIVEFORCE:
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songname = loc::gettext("2: Positive Force");
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break;
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case 3:
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case Music_POTENTIALFORANYTHING:
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songname = loc::gettext("3: Potential for Anything");
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break;
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case 4:
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case Music_PASSIONFOREXPLORING:
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songname = loc::gettext("4: Passion for Exploring");
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break;
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case 5:
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case Music_PAUSE:
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songname = loc::gettext("N/A: Pause");
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break;
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case 6:
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case Music_PRESENTINGVVVVVV:
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songname = loc::gettext("5: Presenting VVVVVV");
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break;
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case 7:
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case Music_PLENARY:
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songname = loc::gettext("N/A: Plenary");
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break;
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case 8:
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case Music_PREDESTINEDFATE:
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songname = loc::gettext("6: Predestined Fate");
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break;
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case 9:
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case Music_POSITIVEFORCEREVERSED:
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songname = loc::gettext("N/A: ecroF evitisoP");
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break;
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case 10:
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case Music_POPULARPOTPOURRI:
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songname = loc::gettext("7: Popular Potpourri");
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break;
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case 11:
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case Music_PIPEDREAM:
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songname = loc::gettext("8: Pipe Dream");
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break;
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case 12:
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case Music_PRESSURECOOKER:
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songname = loc::gettext("9: Pressure Cooker");
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break;
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case 13:
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case Music_PACEDENERGY:
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songname = loc::gettext("10: Paced Energy");
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break;
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case 14:
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case Music_PIERCINGTHESKY:
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songname = loc::gettext("11: Piercing the Sky");
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break;
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case 15:
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case Music_PREDESTINEDFATEREMIX:
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songname = loc::gettext("N/A: Predestined Fate Remix");
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break;
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default:
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@ -1909,7 +1909,7 @@ void editorlogic(void)
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graphics.titlebg.colstate = 10;
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map.nexttowercolour();
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game.quittomenu();
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music.play(6); //should be before game.quittomenu()
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music.play(Music_PRESENTINGVVVVVV); // should be before game.quittomenu()
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}
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}
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@ -1501,7 +1501,7 @@ void Game::updatestate(void)
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if (!obj.flags[71])
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{
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obj.flags[71] = true;
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music.niceplay(15); //Final level remix
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music.niceplay(Music_PREDESTINEDFATEREMIX);
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setstate(0);
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}
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obj.removetrigger(49);
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@ -1575,7 +1575,7 @@ void Game::updatestate(void)
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break;
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case 81:
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quittomenu();
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music.play(6); //should be after quittomenu()
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music.play(Music_PRESENTINGVVVVVV); //should be after quittomenu()
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setstate(0);
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break;
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@ -1669,7 +1669,7 @@ void Game::updatestate(void)
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//Init final stretch
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incstate();
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music.playef(9);
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music.play(2);
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music.play(Music_POSITIVEFORCE);
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obj.flags[72] = true;
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screenshake = 10;
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@ -2210,7 +2210,7 @@ void Game::updatestate(void)
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}
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#endif
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quittomenu();
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music.play(6); //should be after quittomenu()
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music.play(Music_PRESENTINGVVVVVV); //should be after quittomenu()
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setstate(0);
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break;
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@ -2223,7 +2223,7 @@ void Game::updatestate(void)
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case 2500:
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music.play(5);
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music.play(Music_PAUSE);
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//Activating a teleporter (appear)
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incstate();
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setstatedelay(15);
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@ -2364,7 +2364,7 @@ void Game::updatestate(void)
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advancetext = false;
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setstate(0);
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music.play(3);
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music.play(Music_POTENTIALFORANYTHING);
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break;
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@ -2464,7 +2464,7 @@ void Game::updatestate(void)
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//Level complete! (warp zone)
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unlocknum(4);
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lastsaved = 4;
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music.play(0);
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music.play(Music_PATHCOMPLETE);
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incstate();
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setstatedelay(75);
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@ -2505,7 +2505,7 @@ void Game::updatestate(void)
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//Level complete! (Space Station 2)
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unlocknum(3);
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lastsaved = 2;
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music.play(0);
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music.play(Music_PATHCOMPLETE);
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incstate();
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setstatedelay(75);
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@ -2547,7 +2547,7 @@ void Game::updatestate(void)
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//Level complete! (Lab)
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unlocknum(1);
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lastsaved = 5;
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music.play(0);
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music.play(Music_PATHCOMPLETE);
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incstate();
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setstatedelay(75);
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@ -2588,7 +2588,7 @@ void Game::updatestate(void)
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//Level complete! (Space Station 1)
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unlocknum(0);
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lastsaved = 1;
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music.play(0);
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music.play(Music_PATHCOMPLETE);
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incstate();
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setstatedelay(75);
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@ -2655,7 +2655,7 @@ void Game::updatestate(void)
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//Level complete! (Tower)
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unlocknum(2);
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lastsaved = 3;
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music.play(0);
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music.play(Music_PATHCOMPLETE);
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incstate();
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setstatedelay(75);
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@ -2863,7 +2863,7 @@ void Game::updatestate(void)
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break;
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case 3101:
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quittomenu();
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music.play(6); //should be after quittomenu();
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music.play(Music_PRESENTINGVVVVVV); //should be after quittomenu();
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setstate(0);
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break;
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@ -2879,7 +2879,7 @@ void Game::updatestate(void)
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crewstats[0] = true;
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incstate();
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setstatedelay(75);
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music.play(7);
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music.play(Music_PLENARY);
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graphics.createtextboxflipme("", -1, 12, 164, 165, 255);
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graphics.addline(" ");
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@ -5006,7 +5006,10 @@ void Game::start(void)
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deathseq = -1;
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lifeseq = 0;
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if (!nocutscenes) music.play(5);
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if (!nocutscenes)
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{
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music.play(Music_PAUSE);
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}
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}
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void Game::deathsequence(void)
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@ -7290,7 +7293,7 @@ void Game::returntolab(void)
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savedir = obj.entities[player].dir;
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}
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music.play(11);
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music.play(Music_PIPEDREAM);
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}
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#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
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@ -954,11 +954,11 @@ static void menuactionpress(void)
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{
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if (graphics.setflipmode)
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{
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music.play(9); // ecroF evitisoP
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music.play(Music_POSITIVEFORCEREVERSED);
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}
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else
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{
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music.play(2); // Positive Force
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music.play(Music_POSITIVEFORCE);
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}
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}
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}
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@ -2045,7 +2045,7 @@ static void menuactionpress(void)
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case Menu::gameover2:
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//back
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music.playef(11);
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music.play(6);
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music.play(Music_PRESENTINGVVVVVV);
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game.returntomenu(Menu::playmodes);
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map.nexttowercolour();
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break;
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@ -2109,7 +2109,7 @@ static void menuactionpress(void)
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case 0:
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//back
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music.playef(11);
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music.play(6);
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music.play(Music_PRESENTINGVVVVVV);
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game.returntomenu(Menu::timetrials);
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map.nexttowercolour();
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break;
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@ -2122,7 +2122,7 @@ static void menuactionpress(void)
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break;
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case Menu::gamecompletecontinue:
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case Menu::nodeathmodecomplete2:
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music.play(6);
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music.play(Music_PRESENTINGVVVVVV);
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music.playef(11);
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game.returnmenu();
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map.nexttowercolour();
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@ -2363,7 +2363,7 @@ void titleinput(void)
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if (!game.menustart)
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{
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game.menustart = true;
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music.play(6);
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music.play(Music_PRESENTINGVVVVVV);
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music.playef(18);
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game.screenshake = 10;
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game.flashlight = 5;
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@ -2886,7 +2886,7 @@ void mapinput(void)
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else
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{
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game.quittomenu();
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music.play(6); //should be after game.quittomenu()
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music.play(Music_PRESENTINGVVVVVV); // should be after game.quittomenu()
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game.fadetomenu = false;
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}
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}
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@ -27,7 +27,7 @@ void titlelogic(void)
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{
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if (game.menudest == Menu::mainmenu)
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{
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music.play(6);
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music.play(Music_PRESENTINGVVVVVV);
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}
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else if (game.menudest == Menu::gameover2)
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{
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@ -110,7 +110,7 @@ void gamecompletelogic2(void)
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//Fix the save thingy
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game.deletequick();
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int tmp=music.currentsong;
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music.currentsong=4;
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music.currentsong = Music_PASSIONFOREXPLORING;
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obj.flags[67] = true;
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game.savetele();
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music.currentsong=tmp;
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@ -562,7 +562,7 @@ void gamelogic(void)
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game.swntimer -= 1;
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if (game.swntimer <= 0)
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{
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music.niceplay(8);
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music.niceplay(Music_PREDESTINEDFATE);
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game.swngame = 5;
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}
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else
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@ -690,7 +690,7 @@ void gamelogic(void)
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{
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game.swngame = 3;
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obj.createentity(-8, 84 - 32, 11, 8); // (horizontal gravity line)
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music.niceplay(2);
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music.niceplay(Music_POSITIVEFORCE);
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game.swndeaths = game.deathcounts;
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}
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else if (game.swngame == 5) //remove line
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@ -709,7 +709,7 @@ void gamelogic(void)
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else if (game.swngame == 6) //Init the super gravitron
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{
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game.swngame = 7;
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music.niceplay(3);
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music.niceplay(Music_POTENTIALFORANYTHING);
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}
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else if (game.swngame == 7) //introduce game b
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{
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@ -761,22 +761,22 @@ void gamelogic(void)
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switch(game.timetriallevel)
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{
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case 0:
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music.play(1);
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music.play(Music_PUSHINGONWARDS);
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break;
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case 1:
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music.play(3);
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music.play(Music_POTENTIALFORANYTHING);
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break;
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case 2:
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music.play(2);
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music.play(Music_POSITIVEFORCE);
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break;
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case 3:
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music.play(1);
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music.play(Music_PUSHINGONWARDS);
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break;
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case 4:
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music.play(12);
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music.play(Music_PRESSURECOOKER);
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break;
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case 5:
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music.play(15);
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music.play(Music_PREDESTINEDFATEREMIX);
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break;
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}
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music.playef(22);
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@ -953,9 +953,9 @@ void mapclass::gotoroom(int rx, int ry)
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}
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//Final level for time trial
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if (game.intimetrial)
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if (game.intimetrial && game.roomx == 46 && game.roomy == 54)
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{
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if (game.roomx == 46 && game.roomy == 54) music.niceplay(15); //Final level remix
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music.niceplay(Music_PREDESTINEDFATEREMIX);
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}
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}
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#if !defined(NO_CUSTOM_LEVELS)
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@ -966,9 +966,12 @@ void musicclass::play(int t)
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return;
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}
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if (currentsong == 0 || currentsong == 7 || (!map.custommode && (currentsong == 0+num_mmmmmm_tracks || currentsong == 7+num_mmmmmm_tracks)))
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if (currentsong == Music_PATHCOMPLETE ||
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currentsong == Music_PLENARY ||
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(!map.custommode && (currentsong == Music_PATHCOMPLETE + num_mmmmmm_tracks
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|| currentsong == Music_PLENARY + num_mmmmmm_tracks)))
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{
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// Level Complete theme, no fade in or repeat
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// No fade in or repeat
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if (musicTracks[t].Play(false))
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{
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m_doFadeInVol = false;
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@ -11,6 +11,26 @@
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/* It is advised that USER_VOLUME_MAX be divisible by this. */
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#define USER_VOLUME_STEP 32
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enum
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{
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Music_PATHCOMPLETE = 0,
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Music_PUSHINGONWARDS = 1,
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Music_POSITIVEFORCE = 2,
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Music_POTENTIALFORANYTHING = 3,
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Music_PASSIONFOREXPLORING = 4,
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Music_PAUSE = 5,
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Music_PRESENTINGVVVVVV = 6,
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Music_PLENARY = 7,
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Music_PREDESTINEDFATE = 8,
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Music_POSITIVEFORCEREVERSED = 9,
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Music_POPULARPOTPOURRI = 10,
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Music_PIPEDREAM = 11,
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Music_PRESSURECOOKER = 12,
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Music_PACEDENERGY = 13,
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Music_PIERCINGTHESKY = 14,
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Music_PREDESTINEDFATEREMIX = 15
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};
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class musicclass
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{
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public:
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@ -409,7 +409,7 @@ void scriptclass::run(void)
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}
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if (words[0] == "trinketscriptmusic")
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{
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music.play(4);
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music.play(Music_PASSIONFOREXPLORING);
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}
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if (words[0] == "gotoposition")
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{
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@ -2527,7 +2527,7 @@ static void gotoerrorloadinglevel(void)
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game.quittomenu();
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game.createmenu(Menu::errorloadinglevel);
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music.currentsong = -1; /* otherwise music.play won't work */
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music.play(6); /* title screen music */
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music.play(Music_PRESENTINGVVVVVV);
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}
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#define DECLARE_MODE_FUNC(funcname, modename) \
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@ -2721,7 +2721,7 @@ void scriptclass::startgamemode(const enum StartMode mode)
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game.insecretlab = true;
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map.showteleporters = true;
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music.play(11);
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music.play(Music_PIPEDREAM);
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graphics.fademode = FADE_START_FADEIN;
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break;
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@ -3044,7 +3044,7 @@ void scriptclass::teleport(void)
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{
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/* Special case: Ship music needs to be set here;
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* ship teleporter on music map is -1 for jukebox. */
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music.niceplay(4);
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music.niceplay(Music_PASSIONFOREXPLORING);
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}
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game.savetele_textbox();
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}
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