Merging 1.7.5 Source: scenes changes
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@@ -119,48 +119,6 @@ public class InterlevelScene extends PixelScene {
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Generator.reset();
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Sample.INSTANCE.load(
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Assets.SND_OPEN,
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Assets.SND_UNLOCK,
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Assets.SND_ITEM,
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Assets.SND_DEWDROP,
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Assets.SND_HIT,
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Assets.SND_MISS,
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Assets.SND_STEP,
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Assets.SND_WATER,
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Assets.SND_DESCEND,
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Assets.SND_EAT,
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Assets.SND_READ,
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Assets.SND_LULLABY,
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Assets.SND_DRINK,
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Assets.SND_SHATTER,
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Assets.SND_ZAP,
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Assets.SND_LIGHTNING,
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Assets.SND_LEVELUP,
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Assets.SND_DEATH,
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Assets.SND_CHALLENGE,
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Assets.SND_CURSED,
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Assets.SND_EVOKE,
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Assets.SND_TRAP,
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Assets.SND_TOMB,
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Assets.SND_ALERT,
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Assets.SND_MELD,
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Assets.SND_BOSS,
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Assets.SND_BLAST,
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Assets.SND_PLANT,
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Assets.SND_RAY,
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Assets.SND_BEACON,
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Assets.SND_TELEPORT,
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Assets.SND_CHARMS,
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Assets.SND_MASTERY,
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Assets.SND_PUFF,
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Assets.SND_ROCKS,
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Assets.SND_BURNING,
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Assets.SND_FALLING,
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Assets.SND_GHOST,
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Assets.SND_SECRET,
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Assets.SND_BONES );
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switch (mode) {
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case DESCEND:
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descend();
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@@ -366,7 +324,7 @@ public class InterlevelScene extends PixelScene {
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if (Dungeon.level.locked) {
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Dungeon.hero.resurrect( Dungeon.depth );
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Dungeon.depth--;
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Level level = Dungeon.newLevel(/* true */);
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Level level = Dungeon.newLevel();
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Dungeon.switchLevel( level, level.entrance );
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} else {
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Dungeon.hero.resurrect( -1 );
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@@ -376,5 +334,6 @@ public class InterlevelScene extends PixelScene {
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@Override
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protected void onBackPressed() {
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//Do nothing
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}
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}
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