Fix preloading issues again
This commit is contained in:
parent
c43f4d8032
commit
5553e38b1a
21 changed files with 85 additions and 19 deletions
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@ -1 +0,0 @@
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glsl_objects = marisa_hakkero.vert marisa_hakkero.frag
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@ -15,8 +15,6 @@ glsl_files = files(
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'graph.frag.glsl',
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'ingame_menu.frag.glsl',
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'laser_generic.vert.glsl',
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'marisa_hakkero.frag.glsl',
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'marisa_hakkero.vert.glsl',
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'marisa_laser.frag.glsl',
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'maristar_bombbg.frag.glsl',
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'masterspark.frag.glsl',
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@ -36,6 +34,8 @@ glsl_files = files(
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'sprite_default.vert.glsl',
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'sprite_filled_circle.frag.glsl',
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'sprite_filled_circle.vert.glsl',
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'sprite_hakkero.frag.glsl',
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'sprite_hakkero.vert.glsl',
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'sprite_negative.frag.glsl',
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'sprite_silhouette.frag.glsl',
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'sprite_silhouette.vert.glsl',
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1
resources/shader/sprite_hakkero.prog
Normal file
1
resources/shader/sprite_hakkero.prog
Normal file
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@ -0,0 +1 @@
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glsl_objects = sprite_hakkero.vert sprite_hakkero.frag
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@ -964,6 +964,7 @@ Attack* boss_add_attack_from_info(Boss *boss, AttackInfo *info, char move) {
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void boss_preload(void) {
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preload_resources(RES_SFX, RESF_OPTIONAL,
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"charge_generic",
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"charge_extra",
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"spellend",
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"spellclear",
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"timeout1",
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@ -1060,6 +1060,8 @@ void player_preload(void) {
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"full_power",
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"extra_life",
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"extra_bomb",
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"hit0",
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"hit1",
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NULL);
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}
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@ -76,7 +76,7 @@ void marisa_common_slave_visual(Enemy *e, int t, bool render) {
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r_draw_sprite(&(SpriteParams) {
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.sprite = "hakkero",
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.shader = "marisa_hakkero",
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.shader = "sprite_hakkero",
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.pos = { creal(e->pos), cimag(e->pos) },
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.rotation.angle = t * 0.05,
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.color = RGB(0.2, 0.4, 0.5),
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@ -154,7 +154,7 @@ static void marisa_laser_slave_visual(Enemy *e, int t, bool render) {
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r_draw_sprite(&(SpriteParams) {
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.sprite = "hakkero",
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.shader = "marisa_hakkero",
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.shader = "sprite_hakkero",
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.pos = { creal(e->pos), cimag(e->pos) },
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.rotation.angle = t * 0.05,
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.color = color_lerp(RGB(0.2, 0.4, 0.5), RGB(1.0, 1.0, 1.0), 0.25 * pow(psin(t / 6.0), 2) * laser_renderer->args[1]),
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@ -600,6 +600,7 @@ static void marisa_laser_preload(void) {
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preload_resources(RES_SPRITE, flags,
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"proj/marisa",
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"part/maristar_orbit",
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"hakkero",
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NULL);
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preload_resources(RES_TEXTURE, flags,
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@ -612,6 +613,11 @@ static void marisa_laser_preload(void) {
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"marisa_laser",
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"masterspark",
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"max_to_alpha",
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"sprite_hakkero",
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NULL);
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preload_resources(RES_ANIM, flags,
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"fire",
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NULL);
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preload_resources(RES_SFX, flags | RESF_OPTIONAL,
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@ -324,24 +324,22 @@ static void marisa_star_preload(void) {
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"proj/marisa",
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"proj/maristar",
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"part/maristar_orbit",
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NULL
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);
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"hakkero",
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NULL);
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preload_resources(RES_TEXTURE, flags,
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"marisa_bombbg",
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NULL
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);
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NULL);
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preload_resources(RES_SHADER_PROGRAM, flags,
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"masterspark",
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"maristar_bombbg",
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NULL
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);
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"sprite_hakkero",
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NULL);
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preload_resources(RES_SFX, flags | RESF_OPTIONAL,
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"bomb_marisa_b",
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NULL
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);
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NULL);
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}
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PlayerMode plrmode_marisa_b = {
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@ -26,15 +26,26 @@ static void reimu_spirit_preload(void) {
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"yinyang",
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"proj/ofuda",
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"proj/needle",
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"proj/glowball",
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"proj/hakurei_seal",
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"part/ofuda_glow",
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"part/fantasyseal_impact",
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NULL);
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preload_resources(RES_TEXTURE, flags,
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"runes",
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NULL);
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preload_resources(RES_SHADER_PROGRAM, flags,
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"sprite_yinyang",
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"reimu_bomb_bg",
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NULL);
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//preload_resources(RES_SFX, flags | RESF_OPTIONAL,
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//NULL);
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preload_resources(RES_SFX, flags | RESF_OPTIONAL,
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"boom",
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"bomb_reimu_a",
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"bomb_marisa_b",
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NULL);
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}
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static int reimu_spirit_needle(Projectile *p, int t) {
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@ -261,8 +261,30 @@ static int reimu_dream_gap_renderer(Enemy *e, int t) {
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static void reimu_dream_preload(void) {
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const int flags = RESF_DEFAULT;
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preload_resources(RES_SPRITE, flags,
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"yinyang",
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"proj/ofuda",
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"proj/needle2",
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"proj/glowball",
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"part/myon",
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"part/stardust",
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NULL);
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preload_resources(RES_TEXTURE, flags,
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"runes",
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"gaplight",
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NULL);
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preload_resources(RES_SHADER_PROGRAM, flags,
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"sprite_yinyang",
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"reimu_gap",
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"reimu_gap_light",
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"reimu_bomb_bg",
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NULL);
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preload_resources(RES_SFX, flags | RESF_OPTIONAL,
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"bomb_marisa_a",
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"boon",
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NULL);
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}
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@ -841,6 +841,7 @@ void projectiles_preload(void) {
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preload_resources(RES_SFX, RESF_PERMANENT,
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"shot1",
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"shot2",
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"shot3",
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"shot1_loop",
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"shot_special1",
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"redirect",
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@ -228,6 +228,9 @@ static void stage1_preload(void) {
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preload_resources(RES_ANIM, RESF_DEFAULT,
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"boss/cirno",
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NULL);
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preload_resources(RES_SFX, RESF_OPTIONAL,
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"laser1",
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NULL);
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}
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static void stage1_end(void) {
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@ -210,6 +210,9 @@ static void stage2_preload(void) {
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"boss/hina",
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"fire",
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NULL);
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preload_resources(RES_SFX, RESF_OPTIONAL,
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"laser1",
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NULL);
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}
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static void stage2_end(void) {
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@ -182,6 +182,9 @@ static void stage3_preload(void) {
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"boss/scuttle",
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"boss/wriggleex",
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NULL);
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preload_resources(RES_SFX, RESF_OPTIONAL,
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"laser1",
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NULL);
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}
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static void stage3_end(void) {
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@ -273,6 +273,17 @@ static void stage4_preload(void) {
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"mansion",
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"lake",
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NULL);
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preload_resources(RES_TEXTURE, RESF_OPTIONAL,
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"part/sinewave",
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NULL);
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preload_resources(RES_SFX, RESF_OPTIONAL,
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"laser1",
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"boom",
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NULL);
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// XXX: Special case for spell practice of the god damn extra spell, because it always needs a special case.
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// TODO: Maybe add spell-specific preloads instead of putting everything into the stage one?
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enemies_preload();
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}
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static void stage4_end(void) {
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@ -1005,9 +1005,7 @@ int kurumi_extra_dead_shield(Enemy *e, int time) {
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);
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}
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// FIXME: needs a more powerful 'explosion' sound
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play_sound("shot_special1");
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play_sound("enemy_death");
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play_sound("boom");
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}
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return 1;
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@ -186,6 +186,11 @@ static void stage5_preload(void) {
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preload_resources(RES_MODEL, RESF_DEFAULT,
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"tower",
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NULL);
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preload_resources(RES_SFX, RESF_OPTIONAL,
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"boom",
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"laser1",
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"enemydeath",
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NULL);
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}
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static void stage5_end(void) {
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@ -966,7 +966,7 @@ void iku_extra_fire_trigger_bullet(void) {
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});
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play_sound("shot_special1");
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play_sound("enemy_death");
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play_sound("enemydeath");
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play_sound("shot2");
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}
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@ -302,6 +302,8 @@ static void stage6_preload(void) {
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preload_resources(RES_SFX, RESF_DEFAULT | RESF_OPTIONAL,
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"warp",
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"noise1",
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"boom",
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"laser1",
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NULL);
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}
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