implemented vacuum and bell sound
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@ -12,7 +12,7 @@
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},
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"CustomAssetbundle": {
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"AssetbundleSecondaryURL": "",
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"AssetbundleURL": "http://cloud-3.steamusercontent.com/ugc/2037356539985116869/074BA1008AF1BF68A54B7DD269F50733C050BF45/",
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"AssetbundleURL": "http://cloud-3.steamusercontent.com/ugc/2037356539985233174/FB2785745105BDFB2903346BEA6D090B7A4609AC/",
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"LoopingEffectIndex": 0,
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"MaterialIndex": 2,
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"TypeIndex": 0
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@ -35,6 +35,9 @@
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"Nickname": "SoundCube",
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"Snap": true,
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"Sticky": true,
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"Tags": [
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"SoundCube"
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],
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"Tooltip": true,
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"Transform": {
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"posX": 78,
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@ -165,6 +165,7 @@ function cleanUp(_, color)
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printToAll("Clean up started!", "Orange")
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printToAll("Resetting counters...", "White")
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triggerSoundCube()
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ignoreCustomDataHelper()
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getTrauma()
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updateCounters(DAMAGE_HORROR_GUIDS, RESET_VALUES, "Damage / Horror")
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@ -185,6 +186,13 @@ end
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-- modular functions, called by other functions
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---------------------------------------------------------
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function triggerSoundCube()
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local soundCube = getObjectsWithTag("SoundCube")[1]
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if soundCube then
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soundCube.AssetBundle.playTriggerEffect(0)
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end
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end
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function updateCounters(tableOfGUIDs, tableOfNewValues, info)
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if tonumber(tableOfNewValues) then
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local value = tableOfNewValues
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@ -1020,5 +1020,11 @@ function titleSplash(scenarioName)
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UI.hide('title_splash')
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hideTitleSplashWaitFunctionId = nil
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end, 4)
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-- play bell sound from soundCube
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local soundCube = getObjectsWithTag("SoundCube")[1]
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if soundCube then
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soundCube.AssetBundle.playTriggerEffect(1)
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end
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end
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end
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