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Simplify comments
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+12
-26
@@ -206,16 +206,10 @@ M.PALLET_TOWN = {
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end
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end
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local function escortToLab(oak)
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local function escortToLab(oak)
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-- PalletMovementScript_OakMoveLeft (engine/overworld/auto_movement
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-- PalletMovementScript_OakMoveLeft
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-- .asm) is shared by Red and Yellow, but only Yellow's copy starts
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-- (engine/overworld/auto_movement.asm) starts MUSIC_MUSEUM_GUY
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-- MUSIC_MUSEUM_GUY there (the instant the movement script is
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-- when the escort begins in Yellow. Until then, Pallet Town plays
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-- armed, before Oak or the player takes a single step); pokered's
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-- after the battle; Red/Blue leave MUSIC_MEET_PROF_OAK playing.
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-- copy only sets BIT_NO_MAP_MUSIC and leaves whatever was already
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-- playing (MUSIC_MEET_PROF_OAK, started when Oak first appears)
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-- running uninterrupted all the way into the lab. Until Yellow's
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-- switch fires (including the Whew.../Come with me lines right
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-- after the Pikachu battle) the map's default Pallet Town theme
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-- plays, restored by the battle's own exit path.
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if yellow then
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if yellow then
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Music.play(game.data, "Music_MuseumGuy")
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Music.play(game.data, "Music_MuseumGuy")
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end
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end
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@@ -263,17 +257,13 @@ M.PALLET_TOWN = {
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-- Oak turns toward the horizontally adjacent grass (left exit
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-- Oak turns toward the horizontally adjacent grass (left exit
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-- looks right, right exit looks left -- the
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-- looks right, right exit looks left -- the
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-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch).
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-- EVENT_PLAYER_AT_RIGHT_EXIT_TO_PALLET_TOWN branch).
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-- PalletTownOakGreetsPlayerScript (the turn) and
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-- In pokeyellow, PalletTownOakGreetsPlayerScript turns Oak and
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-- PalletTownPikachuBattleScript (arming wCurOpponent) are
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-- PalletTownPikachuBattleScript arms the battle on the next
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-- separate script ticks in pokeyellow, one main-loop iteration
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-- overworld iteration. OverworldLoopLessDelay
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-- apart: OverworldLoopLessDelay (home/overworld.asm) burns two
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-- (home/overworld.asm) burns two DelayFrame calls at the top
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-- DelayFrame calls per iteration, calls RunMapScript (via
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-- of each iteration and calls RunMapScript before checking
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-- JoypadOverworld) first, and only then checks wCurOpponent to
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-- wCurOpponent, so those two DelayFrame calls are what keep
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-- jump into the battle -- so the turn from iteration A is on
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-- Oak's turn on screen before the battle check fires.
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-- screen for the two DelayFrame calls that open iteration B,
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-- before that same iteration's RunMapScript arms wCurOpponent
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-- and falls straight into the battle check. Two frames, not
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-- zero and not a deliberate pause.
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if oak then oak.facing = x == 10 and "right" or "left" end
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if oak then oak.facing = x == 10 and "right" or "left" end
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hold(2, nil, function()
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hold(2, nil, function()
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local battle = BattleState.newWild(game, "PIKACHU", 5)
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local battle = BattleState.newWild(game, "PIKACHU", 5)
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@@ -281,11 +271,7 @@ M.PALLET_TOWN = {
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battle.onFinish = function()
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battle.onFinish = function()
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afterPikaBattle()
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afterPikaBattle()
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end
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end
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-- InitWildBattle calls DoBattleTransitionAndInitBattleVariables
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-- Use the standard wild-battle entry transition.
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-- unconditionally (core.asm:6699) -- no BATTLE_TYPE_PIKACHU
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-- special case -- so Oak's catch gets the flash + wipe like
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-- any other wild battle (Commands.old_man_demo already does
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-- this for the Viridian old man's tutorial catch).
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Commands.pushBattle(ctx, battle)
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Commands.pushBattle(ctx, battle)
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end)
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end)
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end))
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end))
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@@ -2194,11 +2194,10 @@ function BattleState:openOldManBag()
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self.afterQueue = "menu"
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self.afterQueue = "menu"
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self:ui(function()
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self:ui(function()
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local list
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local list
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-- The canned one-item bag (POKE_BALL, neither reading from the real
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-- The canned bag (POKE_BALL, not read from the player's real
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-- inventory) differs by version: pokered's OldManItemList (core.asm
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-- inventory) differs by version: pokered's OldManItemList has 50
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-- :2212-2214) is quantity 50; pokeyellow's SimulatedInputBattleItemList
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-- POKé BALLs; pokeyellow's SimulatedInputBattleItemList, shared by
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-- (core.asm:2316-2319), shared by both the Viridian old man's demo and
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-- the Viridian tutorial and Oak's catch, has one.
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-- Oak's Pikachu catch, dropped that to quantity 1.
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local qty = require("src.core.GameVersion").isYellow() and "x1" or "x50"
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local qty = require("src.core.GameVersion").isYellow() and "x1" or "x50"
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list = ListMenu.new(game, "ITEMS", {
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list = ListMenu.new(game, "ITEMS", {
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{ value = "POKE_BALL", label = Strings("POKé BALL"), right = qty },
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{ value = "POKE_BALL", label = Strings("POKé BALL"), right = qty },
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+8
-17
@@ -280,19 +280,13 @@ function Commands.save_end_battle_text(ctx, textId)
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ctx.endBattleText = TextBox.substitute(ctx.game, text or textId)
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ctx.endBattleText = TextBox.substitute(ctx.game, text or textId)
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end
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end
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-- Every battle enters through the transition wipe, script-driven ones
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-- Route scripted battles through the standard entry transition. In the
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-- included: BattleTransition (engine/battle/battle_transitions.asm:1) runs
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-- originals, InitWildBattle (engine/battle/init_battle.asm) always calls
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-- from DoBattleTransitionAndInitBattleVariables for all of them, and
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-- DoBattleTransitionAndInitBattleVariables (engine/battle/core.asm), with
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-- GetBattleTransitionID_WildOrTrainer picks the style from the battle
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-- no old-man or Pikachu-demo exception; BattleTransition then selects the
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-- kind. InitWildBattle calls DoBattleTransitionAndInitBattleVariables
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-- wipe for the battle kind. Some tests provide only a partial overworld
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-- unconditionally (core.asm:6699) -- there is no BATTLE_TYPE_OLD_MAN or
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-- double, so retain a logged fallback even though it skips the transition
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-- BATTLE_TYPE_PIKACHU special case -- so the old-man tutorial and Oak's
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-- and battle music.
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-- Pikachu catch get the wipe like any other wild battle, same as every
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-- scripted trainer (gym leaders, the rival, Giovanni). ctx.overworld can
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-- be a test double without the full OverworldState metatable, so this
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-- falls back to a bare push; that fallback silently skips the wipe and
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-- the battle-theme start, so it's worth a log rather than a quiet
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-- behavior change.
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function Commands.pushBattle(ctx, battle)
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function Commands.pushBattle(ctx, battle)
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if ctx.overworld and ctx.overworld.pushBattle then
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if ctx.overworld and ctx.overworld.pushBattle then
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ctx.overworld:pushBattle(battle)
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ctx.overworld:pushBattle(battle)
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@@ -334,10 +328,7 @@ function Commands.start_battle(ctx, kind, a, b)
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end
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end
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runner:resume()
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runner:resume()
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end
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end
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-- Pushing the BattleState straight onto the stack skipped the wipe
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-- A direct stack push would skip the battle-entry transition.
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-- entirely, so every scripted trainer -- gym leaders, the rival, Giovanni --
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-- and every scripted wild battle simply cut to the battle screen. The
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-- trainer-sight path already went through pushBattle; this one did not.
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Commands.pushBattle(ctx, battle)
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Commands.pushBattle(ctx, battle)
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runner:yield()
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runner:yield()
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end
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end
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@@ -453,12 +453,10 @@ function OverworldState:setMap(mapId, x, y, facing, opts)
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-- walks out of the warp, not beside him (#863)
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-- walks out of the warp, not beside him (#863)
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require("src.world.PikachuFollower").onMapEntered(Game, self, opts, true)
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require("src.world.PikachuFollower").onMapEntered(Game, self, opts, true)
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-- opts.keepMusic: the Oak-escort warp keeps whatever cutscene song is
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-- opts.keepMusic preserves the Oak-escort song across the lab warp,
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-- already playing going into the lab instead of cutting to it
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-- matching BIT_NO_MAP_MUSIC: MUSIC_MUSEUM_GUY in Yellow and
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-- (BIT_NO_MAP_MUSIC in wStatusFlags7) -- MUSIC_MUSEUM_GUY in Yellow
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-- MUSIC_MEET_PROF_OAK in Red/Blue. keepMusicOnce is the equivalent
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-- (started in escortToLab when Oak begins walking), MUSIC_MEET_PROF_OAK
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-- one-shot set by play_music opts.keep.
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-- in Red/Blue (pokered never switches songs for this walk); keepMusicOnce
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-- is the play_music opts.keep one-shot of the same bit
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local keepMusic = (opts and opts.keepMusic) or self.keepMusicOnce
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local keepMusic = (opts and opts.keepMusic) or self.keepMusicOnce
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self.keepMusicOnce = nil
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self.keepMusicOnce = nil
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if not keepMusic then
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if not keepMusic then
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