Remove obsolete setTimeout wrapper
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@@ -125,11 +125,9 @@ game_load = async () => {
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g.onclick = () => {
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g.onclick = () => {
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g.onclick = () => c.requestPointerLock();
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g.onclick = () => c.requestPointerLock();
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g.onclick();
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g.onclick();
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// title_show_message('...');
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audio_init();
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audio_init();
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setTimeout(()=> {
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// Generate sounds
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// Generate sounds
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sfx_enemy_hit = audio_create_sound(135, [8,0,0,1,148,1,3,5,0,0,139,1,0,2653,0,2193,255,2,639,119,2,23,0,0,0,0,0,0,0]);
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sfx_enemy_hit = audio_create_sound(135, [8,0,0,1,148,1,3,5,0,0,139,1,0,2653,0,2193,255,2,639,119,2,23,0,0,0,0,0,0,0]);
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sfx_enemy_gib = audio_create_sound(140, [7,0,0,1,148,1,7,5,0,1,139,1,0,4611,789,15986,195,2,849,119,3,60,0,0,0,1,10,176,1]);
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sfx_enemy_gib = audio_create_sound(140, [7,0,0,1,148,1,7,5,0,1,139,1,0,4611,789,15986,195,2,849,119,3,60,0,0,0,1,10,176,1]);
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@@ -155,9 +153,6 @@ game_load = async () => {
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audio_play(audio_create_song(...music_data), 1, 1);
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audio_play(audio_create_song(...music_data), 1, 1);
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game_init(0);
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game_init(0);
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run_frame = game_run;
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run_frame = game_run;
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},100); // Not sure why such a long delay is needed. Ideally we would
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// want to use requestAnimationFrame, but the previous DOM
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// update (...) never makes it to the screen then ;/
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};
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};
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},
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},
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