Added a buttload of obstacles along with many mods tothe floor level script to help with balancing, merge this branch for now but some serious balancing needs to be implemented eventually
This commit is contained in:
+129
-16
@@ -13,10 +13,11 @@ public class FloorLevel : MonoBehaviour
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public GameObject player;
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public PlayerController script;
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public GameObject[] obstacleList;
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public GameObject[] easyObstacleList;
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public GameObject[] medObstaclelIst;
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private int selection = 0;
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private int height = 2;
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void Awake()
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{
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script.respawnTime = Time.time;
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@@ -82,6 +83,11 @@ public class FloorLevel : MonoBehaviour
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GameObject.Destroy(target);
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}
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oldObjects = GameObject.FindGameObjectsWithTag("Wall");
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foreach (GameObject target in oldObjects) {
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GameObject.Destroy(target);
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}
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Destroy(GameObject.FindWithTag("Finish"));
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for(int i = 0; i < escalation; i++){
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@@ -89,38 +95,145 @@ public class FloorLevel : MonoBehaviour
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if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
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{
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height = Random.Range(0, 7);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(100*i+50, height, 100*j+50), Quaternion.identity);
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switch (level)
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{
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case 1:
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selection = Random.Range(0, easyObstacleList.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
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} else {
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Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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}
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break;
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case 2:
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selection = Random.Range(0, medObstaclelIst.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
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} else {
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Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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}
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break;
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case 3:
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selection = Random.Range(2, obstacleList.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
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} else {
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Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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}
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break;
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default:
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selection = Random.Range(2, obstacleList.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.identity);
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} else {
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Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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}
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break;
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}
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}
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if(Random.Range(0, 20) != 0 || (i == (escalation-1) && j == (escalation-1) && i == j))
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{
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height = Random.Range(0, 7);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, height, -100*j-50), Quaternion.identity);
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switch (level)
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{
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case 1:
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selection = Random.Range(0, easyObstacleList.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
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} else {
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Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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}
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break;
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case 2:
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selection = Random.Range(0, medObstaclelIst.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
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} else {
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Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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}
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break;
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case 3:
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selection = Random.Range(2, obstacleList.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
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} else {
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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}
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break;
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default:
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selection = Random.Range(2, obstacleList.Length);
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if(i == (escalation-1) && j == (escalation-1) && i == j)
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{
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.identity);
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} else {
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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}
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break;
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}
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}
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if(Random.Range(0, 10) != 0)
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{
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height = Random.Range(0, 7);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, height, 100*j+50), Quaternion.identity);
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switch (level)
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{
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case 1:
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selection = Random.Range(0, easyObstacleList.Length);
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Instantiate(easyObstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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break;
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case 2:
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selection = Random.Range(0, medObstaclelIst.Length);
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Instantiate(medObstaclelIst[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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break;
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case 3:
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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break;
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default:
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(100*i+50, Random.Range(-5, 0), -100*j-50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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break;
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}
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}
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if(Random.Range(0, 10) != 0)
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{
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height = Random.Range(0, 7);
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(100*i+50, height, -100*j-50), Quaternion.identity);
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switch (level)
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{
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case 1:
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selection = Random.Range(0, easyObstacleList.Length);
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Instantiate(easyObstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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break;
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case 2:
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selection = Random.Range(0, medObstaclelIst.Length);
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Instantiate(medObstaclelIst[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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break;
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case 3:
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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break;
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default:
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selection = Random.Range(2, obstacleList.Length);
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Instantiate(obstacleList[selection], new Vector3(-100*i-50, Random.Range(-5, 0), 100*j+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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break;
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}
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}
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}
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}
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Instantiate(obstacleList[0], new Vector3((100*escalation)+50, 0, (100*escalation)+50), Quaternion.identity);
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Instantiate(obstacleList[1], new Vector3(-((100*escalation)+50), 0, -((100*escalation)+50)), Quaternion.identity);
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Instantiate(obstacleList[0], new Vector3((100*escalation)+50, 0, (100*escalation)+50), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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Instantiate(obstacleList[1], new Vector3(-((100*escalation)+50), 0, -((100*escalation)+50)), Quaternion.Euler(0, 90+Random.Range(0,4), 0));
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script.finished = false;
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}
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