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/*-- Liquid temple scenario section --*/

#strict 2

public func SectionName() { return "LiquidTemple"; }

 public func SpawnpointLocations() { return [[100, 515], [290, 490], [480, 460], [180, 315], [370, 285], [1440, 515], [1250, 490], [1060, 460], [1360, 315], [1170, 285], [715, 330], [870, 450]/*, [615, 70], [925, 70]*/, [770, 90], [715, 210], [825, 390]]; } 
 
 protected func Initialize()
{
	if (ambienceEnabled)
	{
		// Create lava rain
		AddEffect("LavaRain", 0, 20, 1);
		
		/*
		/ Create sun and lensflare
		CreateObject(SONE, 0, 0, NO_OWNER);
		CreateObject(LENS, 0, 0, NO_OWNER);
		*/
		
		// Create background sound
		if (mode != MODE_Apocalyptic) SoundLevel("LiquidAmbience", 50);
		
	/*
		{
	for (var i; i < 300; ++i)
		{
		CreateParticle("Fog", Random(LandscapeWidth()), Random(LandscapeHeight()) + 300, 0, 1, RandomX(2000, 2500));
		}
		return(1);
		}
	*/
	}
	
	if (mode == MODE_Apocalyptic)
	{
		// Rock fall
		for (var i = 0; i < 10; ++i)
		{
			CreateObject(RCKF, 0, 0, NO_OWNER);
		}
		
		// Fire rain
		AddEffect("FireRain", 0, 20, 1);
		CreateObject(FRRN, 0, 0, NO_OWNER);
		
		// Background sound
		Music();
		SoundLevel("ExtremeAmbience", 100);
		
		// Modulate brick colour (material)
		
		SetMaterialColor(Material("Brick"), 100, 0, 0, 150, 0, 0, 20, 0, 0);
	}
}