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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-11-12 14:09:43 +01:00
Remove commented-out code from Game.cpp and Script.cpp
These commented-out code blocks just get in the way of clarity when I'm refactoring flipped textboxes created in the gamestate system. So I'm getting rid of them. If we need them back, we always have Git history.
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2 changed files with 0 additions and 69 deletions
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@ -470,7 +470,6 @@ void Game::updatecustomlevelstats(std::string clevel, int cscore)
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void Game::loadcustomlevelstats(void)
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{
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//testing
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if(customlevelstatsloaded)
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{
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return;
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@ -678,10 +677,6 @@ void Game::updatestate(void)
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//Demo over
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advancetext = true;
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hascontrol = false;
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/*graphics.createtextbox(" Prototype Complete ", 50, 80, 164, 164, 255);
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graphics.addline("Congrats! More Info Soon!");
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graphics.textboxcenter();
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*/
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startscript = true;
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newscript="returntohub";
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@ -1630,7 +1625,6 @@ void Game::updatestate(void)
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state++;
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music.playef(2);
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graphics.textboxactive();
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int i = obj.getcompanion(); if (INBOUNDS_VEC(i, obj.entities)) { /*obj.entities[i].tile = 66; obj.entities[i].state = 0;*/ }
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break;
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}
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case 126:
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@ -1673,7 +1667,6 @@ void Game::updatestate(void)
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//Init final stretch
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state++;
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music.playef(9);
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//music.play(2);
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obj.flags[72] = true;
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screenshake = 10;
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@ -1801,7 +1794,6 @@ void Game::updatestate(void)
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advancetext = false;
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completestop = false;
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state = 0;
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//music.play(music.resumesong);
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if(!muted && music.currentsong>-1) music.fadeMusicVolumeIn(3000);
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graphics.showcutscenebars = false;
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break;
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@ -2044,11 +2036,6 @@ void Game::updatestate(void)
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case 2507:
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{
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state++;
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int i = obj.getplayer();
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if (INBOUNDS_VEC(i, obj.entities))
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{
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//obj.entities[i].xp += 4;
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}
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break;
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}
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case 2508:
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@ -2141,9 +2128,6 @@ void Game::updatestate(void)
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//Activating a teleporter 2
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state++;
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statedelay = 50;
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//testing!
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//state = 3006; //Warp Zone
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//state = 3020; //Space Station
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switch(companion)
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{
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case 6:
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@ -2204,17 +2188,10 @@ void Game::updatestate(void)
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{
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graphics.createtextbox("", -1, 12, 165, 165, 255);
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}
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//graphics.addline(" Level Complete! ");
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graphics.addline(" ");
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graphics.addline("");
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graphics.addline("");
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graphics.textboxcenterx();
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/* advancetext = true;
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hascontrol = false;
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state = 3;
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graphics.createtextbox("To do: write quick", 50, 80, 164, 164, 255);
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graphics.addline("intro to story!");*/
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break;
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case 3007:
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state++;
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@ -2321,17 +2298,10 @@ void Game::updatestate(void)
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{
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graphics.createtextbox("", -1, 12, 165, 165, 255);
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}
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//graphics.addline(" Level Complete! ");
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graphics.addline(" ");
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graphics.addline("");
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graphics.addline("");
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graphics.textboxcenterx();
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/* advancetext = true;
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hascontrol = false;
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state = 3;
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graphics.createtextbox("To do: write quick", 50, 80, 164, 164, 255);
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graphics.addline("intro to story!");*/
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break;
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case 3021:
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state++;
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@ -2437,17 +2407,10 @@ void Game::updatestate(void)
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{
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graphics.createtextbox("", -1, 12, 165, 165, 255);
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}
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//graphics.addline(" Level Complete! ");
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graphics.addline(" ");
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graphics.addline("");
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graphics.addline("");
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graphics.textboxcenterx();
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/* advancetext = true;
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hascontrol = false;
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state = 3;
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graphics.createtextbox("To do: write quick", 50, 80, 164, 164, 255);
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graphics.addline("intro to story!");*/
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break;
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case 3041:
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state++;
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@ -2554,17 +2517,10 @@ void Game::updatestate(void)
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{
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graphics.createtextbox("", -1, 12, 165, 165, 255);
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}
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//graphics.addline(" Level Complete! ");
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graphics.addline(" ");
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graphics.addline("");
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graphics.addline("");
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graphics.textboxcenterx();
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/* advancetext = true;
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hascontrol = false;
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state = 3;
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graphics.createtextbox("To do: write quick", 50, 80, 164, 164, 255);
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graphics.addline("intro to story!");*/
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break;
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case 3051:
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state++;
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@ -2695,17 +2651,10 @@ void Game::updatestate(void)
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{
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graphics.createtextbox("", -1, 12, 165, 165, 255);
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}
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//graphics.addline(" Level Complete! ");
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graphics.addline(" ");
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graphics.addline("");
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graphics.addline("");
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graphics.textboxcenterx();
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/* advancetext = true;
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hascontrol = false;
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state = 3;
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graphics.createtextbox("To do: write quick", 50, 80, 164, 164, 255);
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graphics.addline("intro to story!");*/
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break;
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case 3061:
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state++;
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@ -3210,8 +3159,6 @@ void Game::updatestate(void)
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graphics.fademode = 4;
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state = 0;
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statedelay = 30;
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//music.play(5);
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//music.play(10);
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map.finalmode = false;
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map.final_colormode = false;
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@ -3265,10 +3212,6 @@ void Game::updatestate(void)
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//Activating a teleporter 2
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state++;
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statedelay = 10;
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//testing!
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//state = 3006; //Warp Zone
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//state = 3020; //Space Station
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//state = 3040; //Lab
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int i = obj.getplayer();
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if (INBOUNDS_VEC(i, obj.entities))
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@ -4998,18 +4941,12 @@ void Game::customstart(void)
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savegc = edsavegc;
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savedir = edsavedir; //Worldmap Start
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//savex = 6 * 8; savey = 15 * 8; saverx = 46; savery = 54; savegc = 0; savedir = 1; //Final Level Current
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savepoint = 0;
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gravitycontrol = savegc;
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//state = 2; deathseq = -1; lifeseq = 10; //Not dead, in game initilisation state
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state = 0;
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deathseq = -1;
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lifeseq = 0;
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//let's teleport in!
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//state = 2500;
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//if (!nocutscenes) music.play(5);
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}
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void Game::start(void)
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@ -5022,17 +4959,13 @@ void Game::start(void)
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savery = 110;
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savegc = 0;
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savedir = 1; //Worldmap Start
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//savex = 6 * 8; savey = 15 * 8; saverx = 46; savery = 54; savegc = 0; savedir = 1; //Final Level Current
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savepoint = 0;
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gravitycontrol = savegc;
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//state = 2; deathseq = -1; lifeseq = 10; //Not dead, in game initilisation state
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state = 0;
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deathseq = -1;
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lifeseq = 0;
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//let's teleport in!
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//state = 2500;
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if (!nocutscenes) music.play(5);
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}
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@ -5207,7 +5140,6 @@ void Game::starttrial( int t )
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savepoint = 0;
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gravitycontrol = savegc;
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//state = 2; deathseq = -1; lifeseq = 10; //Not dead, in game initilisation state
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state = 0;
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deathseq = -1;
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lifeseq = 0;
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@ -1953,7 +1953,6 @@ void scriptclass::run(void)
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}
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else if (words[0] == "foundtrinket")
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{
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//music.silencedasmusik();
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music.haltdasmusik();
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music.playef(3);
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