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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 13:37:40 +02:00
Tons of cleanup in TONS OF MINIGAMES!!! (#270)
* Tons of stuff... * Drumming practice improvements * Easing for drumming practice * Converted TOTC to prefunction * Split scratch o into two * Forthington voice lines can now be played outside of air rally * Rhythm Rally Improvements * Air rally sound improvements * Spawn blocks rework * BTS ds small tweaks * Tap Trial fixes * More tweaks to tap trial * Final minor tweaks
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@ -50,12 +50,12 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("forthington voice lines", "Forthington Voice Lines")
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{
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function = delegate { AirRally.instance.ForthVoice(e.currentEntity["type"], e.currentEntity["type2"]); },
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preFunction = delegate { AirRally.ForthVoice(e.currentEntity.beat, e.currentEntity["type"], e.currentEntity["type2"]); },
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parameters = new List<Param>()
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{
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new Param("type", AirRally.CountSound.one, "Type", "The number Forthington will say"),
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new Param("type2", AirRally.DistanceSound.close, "Type", "How far is Forthington?")
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}
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},
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}
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});
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}
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@ -89,6 +89,7 @@ namespace HeavenStudio.Games
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bool babum;
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bool shuttleActive;
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public bool hasMissed;
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public static List<float> queuedVoiceLines = new List<float>();
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[Header("Waypoint")]
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public float wayPointZForForth;
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@ -102,6 +103,11 @@ namespace HeavenStudio.Games
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public float beatHolder;
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public Transform holderPos;
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void OnDestroy()
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{
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if (queuedVoiceLines.Count > 0) queuedVoiceLines.Clear();
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}
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void Start()
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{
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Baxter.GetComponent<Animator>().Play("Idle");
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@ -140,6 +146,24 @@ namespace HeavenStudio.Games
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Rally(serveBeat + (int)f, wantSilent, lengthHolder);
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}
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}
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if (cond.isPlaying && !cond.isPaused)
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{
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if (queuedVoiceLines.Count > 0)
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{
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for (int i = 0; i < queuedVoiceLines.Count; i++)
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(queuedVoiceLines[i], delegate
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{
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Forthington.GetComponent<Animator>().Play("TalkShort", 0, 0);
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})
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});
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}
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queuedVoiceLines.Clear();
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}
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}
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}
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public enum DistanceSound
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@ -188,85 +212,57 @@ namespace HeavenStudio.Games
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shuttleScript.flyType = type;
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}
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//change to something more optimized
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public void ForthVoice(int type, int type2)
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public static void ForthVoice(float beat, int type, int type2)
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{
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Forthington.GetComponent<Animator>().Play("TalkShort");
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if (type == 0)
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if (GameManager.instance.currentGame == "airRally")
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{
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if(type2 == 0)
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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Jukebox.PlayOneShotGame("airRally/countIn1");
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}
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if(type2 == 1)
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{
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Jukebox.PlayOneShotGame("airRally/countIn1Far");
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}
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if(type2 == 2)
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{
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Jukebox.PlayOneShotGame("airRally/countIn1Farther");
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}
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if(type2 == 3)
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{
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Jukebox.PlayOneShotGame("airRally/countIn1Farthest");
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}
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new BeatAction.Action(beat, delegate
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{
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instance.Forthington.GetComponent<Animator>().Play("TalkShort");
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})
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});
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}
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if(type == 1)
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else
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{
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if(type2 == 0)
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{
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Jukebox.PlayOneShotGame("airRally/countIn2");
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}
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if(type2 == 1)
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{
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Jukebox.PlayOneShotGame("airRally/countIn2Far");
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}
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if(type2 == 2)
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{
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Jukebox.PlayOneShotGame("airRally/countIn2Farther");
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}
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if(type2 == 3)
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{
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Jukebox.PlayOneShotGame("airRally/countIn2Farthest");
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}
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queuedVoiceLines.Add(beat);
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}
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if(type == 2)
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float offset = 0f;
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if (type == 2)
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{
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if(type2 == 0)
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{
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Jukebox.PlayOneShotGame("airRally/countIn3");
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}
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if(type2 == 1)
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{
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Jukebox.PlayOneShotGame("airRally/countIn3Far");
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}
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if(type2 == 2)
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{
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Jukebox.PlayOneShotGame("airRally/countIn3Farther");
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}
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if(type2 == 3)
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{
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Jukebox.PlayOneShotGame("airRally/countIn3Farthest");
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}
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offset = 0.107f;
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}
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if(type == 3)
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else if (type == 3)
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{
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if(type2 == 0)
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{
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Jukebox.PlayOneShotGame("airRally/countIn4");
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}
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if(type2 == 1)
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{
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Jukebox.PlayOneShotGame("airRally/countIn4Far");
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}
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if(type2 == 2)
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{
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Jukebox.PlayOneShotGame("airRally/countIn4Farther");
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}
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if(type2 == 3)
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{
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Jukebox.PlayOneShotGame("airRally/countIn4Farthest");
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}
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offset = 0.051f;
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}
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switch (type2)
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{
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case (int)DistanceSound.close:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"airRally/countIn{type + 1}", beat, 1, 1, false, offset),
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}, forcePlay: true);
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break;
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case (int)DistanceSound.far:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"airRally/countIn{type + 1}Far", beat, 1, 1, false, offset),
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}, forcePlay: true);
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break;
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case (int)DistanceSound.farther:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"airRally/countIn{type + 1}Farther", beat, 1, 1, false, offset),
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}, forcePlay: true);
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break;
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case (int)DistanceSound.farthest:
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound($"airRally/countIn{type + 1}Farthest", beat, 1, 1, false, offset),
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}, forcePlay: true);
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break;
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}
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}
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@ -491,8 +487,8 @@ namespace HeavenStudio.Games
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var sound2 = new MultiSound.Sound[]
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{
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new MultiSound.Sound(sounds2[0], beat + 3.5f),
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new MultiSound.Sound(sounds2[1], beat + 4.3f), //TODO: find sound offset in seconds
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new MultiSound.Sound(sounds2[2], beat + 5.4f)
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new MultiSound.Sound(sounds2[1], beat + 4.5f, 1, 1, false, 0.107f),
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new MultiSound.Sound(sounds2[2], beat + 5.5f, 1, 1, false, 0.051f)
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};
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MultiSound.Play(sound2);
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