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#22 floodfill sound effect
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@@ -264,6 +264,8 @@ namespace TR {
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SND_SHOTGUN_SHOT = 45,
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SND_UNDERWATER = 60,
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SND_FLOOD = 81,
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SND_INV_SPIN = 108,
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SND_INV_HOME = 109,
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@@ -2163,6 +2165,10 @@ namespace TR {
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for (int i = 0; i < info.trigCmdCount; i++) {
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FloorData::TriggerCommand cmd = info.trigCmd[i];
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if (cmd.action == Action::CAMERA_SWITCH) {
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i++;
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continue;
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}
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if (cmd.action != Action::ACTIVATE) continue;
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Entity &e = entities[cmd.args];
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@@ -154,6 +154,12 @@ struct Level : IGame {
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if (effect == TR::Effect::FLICKER)
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flickerIdx = 0;
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if (effect == TR::Effect::FLOOD) {
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Sound::Sample *sample = playSound(TR::SND_FLOOD, vec3(), 0);
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if (sample)
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sample->setVolume(0.0f, 4.0f);
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}
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this->effect = effect;
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this->effectTimer = 0.0f;
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}
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@@ -451,7 +457,7 @@ struct Level : IGame {
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}
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static void fillCallback(int id, int width, int height, int tileX, int tileY, void *userData, void *data) {
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static const uint32 whiteColor = 0xFFFFFFFF;
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static const uint32 whiteColor = 0xFFFFFFFF;
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static const uint32 barColor[UI::BAR_MAX][25] = {
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// health bar
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{ 0xFF2C5D71, 0xFF5E81AE, 0xFF2C5D71, 0xFF1B4557, 0xFF16304F },
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