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@ -363,6 +363,8 @@ Chapter 2 - Level 1 - 02
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eng=I ain't telling you again lad! Wear your boots and you'll go far! Argh!
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eng=I ain't telling you again lad! Wear your boots and you'll go far! Argh!
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; ---------------------------------------------------------------
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; ---------------------------------------------------------------
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; Pause menu
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; Pause menu
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; ---------------------------------------------------------------
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; ---------------------------------------------------------------
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@ -518,6 +520,37 @@ eng=Tunnel of Love
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; ---------------------------------------------------------------
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; Boss texts
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; ---------------------------------------------------------------
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[STR__CHAPTER_1__BOSS_TITLE]
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eng=JellyFish Revenge
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[STR__CHAPTER_1__BOSS_INSTRUCTIONS]
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eng=Take one Mother Jellyfish\n\nTake one net and add some small jellyfish\n\nApply the small jelly fish to the Mother\n\nMix altogether\n\nTurn up heat with a few butt bounces until Mother reduced by half
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[STR__CHAPTER_2__BOSS_TITLE]
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eng=Shark Sub
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[STR__CHAPTER_2__BOSS_INSTRUCTIONS]
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eng=Take one Plankton Free Range Shark Sub\n\nServe with Jellyfish launcher\n\nEnsure distance is maintained and launch jelly fish\n\nRapid launch until well done. Season and serve
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[STR__CHAPTER_3__BOSS_TITLE]
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eng=Parasitic Feast
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[STR__CHAPTER_3__BOSS_INSTRUCTIONS]
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eng=Take One Parasitic Worm with indigestion\n\nSimmer with a few Butt Bounces until reduced\n\nToss everything together and garnish with the off Karate move
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[STR__CHAPTER_4__BOSS_TITLE]
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eng=Ghoulish Goulash
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[STR__CHAPTER_4__BOSS_INSTRUCTIONS]
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eng=Take one ex-Pirate and a crumbling cavern\n\nstir in on jelly launcher and a lot of bubbles\n\nBeat the ghoul until weak Fold in a few butt bounces for a final touch
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[STR__CHAPTER_5__BOSS_TITLE]
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eng=Steamed Metal Dog Fish
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[STR__CHAPTER_5__BOSS_INSTRUCTIONS]
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eng=Take one dog\n\nAnd a fish\n\nAnd also some metal\n\nMix them up into an Metal Dog Fish\n\nCarefully apply steam until rustily cooked
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; ---------------------------------------------------------------
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; ---------------------------------------------------------------
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; Game credits
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; Game credits
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; ---------------------------------------------------------------
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; ---------------------------------------------------------------
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@ -95,6 +95,10 @@
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#include "game\healthman.h"
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#include "game\healthman.h"
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#endif
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#endif
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#ifndef __LOCALE_TEXTDBASE_H__
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#include "locale\textdbase.h"
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#endif
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#include "gfx\actor.h"
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#include "gfx\actor.h"
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@ -166,15 +170,23 @@ int CGameScene::s_justHitBossArenaTrigger;
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DVECTOR CGameScene::s_CamShake={0,0};
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DVECTOR CGameScene::s_CamShake={0,0};
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/*****************************************************************************/
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/*****************************************************************************/
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static const CSoundMediator::SONGID s_bossMusicIds[]=
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typedef struct
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{
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{
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CSoundMediator::SONG_CHAPTER1_BOSS,
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u16 m_titleTextId;
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CSoundMediator::SONG_CHAPTER2_BOSS,
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u16 m_instructionsTextId;
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CSoundMediator::SONG_CHAPTER3_BOSS_ALSEEP,
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CSoundMediator::SONGID m_songId;
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CSoundMediator::SONG_CHAPTER4_BOSS,
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} BOSS_DATA;
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CSoundMediator::SONG_CHAPTER5_BOSS,
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static const BOSS_DATA s_bossData[]=
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{
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{ STR__CHAPTER_1__BOSS_TITLE, STR__CHAPTER_1__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER1_BOSS },
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{ STR__CHAPTER_2__BOSS_TITLE, STR__CHAPTER_2__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER2_BOSS },
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{ STR__CHAPTER_3__BOSS_TITLE, STR__CHAPTER_3__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER3_BOSS_ALSEEP },
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{ STR__CHAPTER_4__BOSS_TITLE, STR__CHAPTER_4__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER4_BOSS },
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{ STR__CHAPTER_5__BOSS_TITLE, STR__CHAPTER_5__BOSS_INSTRUCTIONS, CSoundMediator::SONG_CHAPTER5_BOSS },
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};
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};
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/*****************************************************************************/
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/*****************************************************************************/
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@ -351,9 +363,46 @@ void CGameScene::render_playing()
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/*****************************************************************************/
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/*****************************************************************************/
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void CGameScene::render_boss_intro()
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void CGameScene::render_boss_intro()
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{
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{
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SpriteBank *sb;
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sFrameHdr *fhCorner,*fhSideBorder,*fhTopBorder;
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int x,y;
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POLY_F4 *f4;
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POLY_G4 *g4;
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POLY_G4 *g4;
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const BOSS_DATA *bd;
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// Black background
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// Scroll effect type thingy stuff
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sb=getSpriteBank();
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fhCorner=sb->getFrameHeader(FRM__HELPBOX1);
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fhSideBorder=sb->getFrameHeader(FRM__HELPBOX2);
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fhTopBorder=sb->getFrameHeader(FRM__HELPBOX3);
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// Corners
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sb->printFT4(fhCorner, 0, 0,false,false,4);
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sb->printFT4(fhCorner,512, 0,true ,false,4);
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sb->printFT4(fhCorner, 0,256,false,true ,4);
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sb->printFT4(fhCorner,512,256,true ,true ,4);
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// Top/bottom
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for(x=fhCorner->W;x<512-fhCorner->W;x+=fhTopBorder->W)
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{
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sb->printFT4(fhTopBorder,x, 0,false,false,4);
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sb->printFT4(fhTopBorder,x,256,false,true ,4);
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}
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// Left/right
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for(y=fhCorner->H;y<256-fhCorner->H;y+=fhSideBorder->H)
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{
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sb->printFT4(fhSideBorder, 0,y,false,false,4);
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sb->printFT4(fhSideBorder,512,y,true ,false,4);
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}
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// Middle
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f4=GetPrimF4();
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setXYWH(f4,fhCorner->W,fhCorner->H,512-(fhCorner->W*2),256-(fhCorner->H*2));
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setRGB0(f4,224,184,107);
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AddPrimToList(f4,5);
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// Background
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g4=GetPrimG4();
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g4=GetPrimG4();
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setXYWH(g4,0,0,512,256);
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setXYWH(g4,0,0,512,256);
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setRGB0(g4,70,50,60);
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setRGB0(g4,70,50,60);
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@ -363,17 +412,23 @@ void CGameScene::render_boss_intro()
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AddPrimToList(g4,5);
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AddPrimToList(g4,5);
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// Instructions..
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// Instructions..
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bd=&s_bossData[Level.getCurrentChapter()-1];
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m_scalableFont->setColour(255,255,255);
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m_scalableFont->setColour(255,255,255);
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m_scalableFont->setTrans(0);
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m_scalableFont->setTrans(0);
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m_scalableFont->setSMode(0);
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m_scalableFont->setSMode(0);
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m_scalableFont->setScale(300);
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m_scalableFont->setScale(300);
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m_scalableFont->setJustification(FontBank::JUST_CENTRE);
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m_scalableFont->setJustification(FontBank::JUST_CENTRE);
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m_scalableFont->print(256,30,"HOW TO BEAT THE BOSS...");
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m_scalableFont->setPrintArea(30,0,512-60,256);
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m_scalableFont->print(256-30,25,bd->m_titleTextId);
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m_scalableFont->setPrintArea(0,0,256,512);
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s_genericFont->setColour(255,255,255);
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s_genericFont->setColour(255,255,255);
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s_genericFont->setTrans(0);
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s_genericFont->setTrans(0);
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s_genericFont->setSMode(0);
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s_genericFont->setSMode(0);
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s_genericFont->print(256,70,"Blah\nBlah\nBlah");
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s_genericFont->setJustification(FontBank::JUST_CENTRE);
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s_genericFont->setPrintArea(30,0,512-60,256);
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s_genericFont->print(256-30,60,bd->m_instructionsTextId);
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s_genericFont->setPrintArea(0,0,256,512);
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}
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}
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/*****************************************************************************/
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/*****************************************************************************/
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@ -392,7 +447,7 @@ void CGameScene::think(int _frames)
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{
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{
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// Swap to the boss tune whilst it's all quiet! :)
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// Swap to the boss tune whilst it's all quiet! :)
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CSoundMediator::stopSong();
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CSoundMediator::stopSong();
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CSoundMediator::setSong(s_bossMusicIds[Level.getCurrentChapter()-1]);
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CSoundMediator::setSong(s_bossData[Level.getCurrentChapter()-1].m_songId);
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m_gamestate=GAMESTATE_BOSS_INTRO;
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m_gamestate=GAMESTATE_BOSS_INTRO;
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CFader::setFadingIn();
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CFader::setFadingIn();
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}
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}
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