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soul_counter_tr(death_count, max_count) {
if( level.soul_counter_created_once == true) {
level.soul_counter_remaining = create_simple_hud();
level.soul_counter_remaining.horzAlign = "right";
level.soul_counter_remaining.vertAlign = "right";
level.soul_counter_remaining.alignX = "center";
level.soul_counter_remaining.alignY = "top";
level.soul_counter_remaining.y = 6;
level.soul_counter_remaining.x = -30;
level.soul_counter_remaining.foreground = 1;
level.soul_counter_remaining.fontscale = 9.0;
level.soul_counter_remaining.alpha = 1;
level.soul_counter_remaining.color = ( 1, 1, 0 );
level.soul_counter_souls_left = create_simple_hud();
level.soul_counter_souls_left.horzAlign = "right";
level.soul_counter_souls_left.vertAlign = "right";
level.soul_counter_souls_left.alignX = "center";
level.soul_counter_souls_left.alignY = "top";
level.soul_counter_souls_left.y = 6;
level.soul_counter_souls_left.x = -115;
level.soul_counter_souls_left.foreground = 1;
level.soul_counter_souls_left.fontscale = 9.0;
level.soul_counter_souls_left.alpha = 1;
level.soul_counter_souls_left.color = ( 1, 0, 0 );
level.soul_counter_souls_left SetText("Souls Left: ");
}
remainingSouls = max_count - death_count;
level.soul_counter_remaining SetValue(remainingSouls);
wait 0.5;
if(level.soul_counter_finished == true) {
thread soul_counter_destroy();
}
}
soul_counter_destroy() {
level.soul_counter_remaining destroy();
level.soul_counter_souls_left destroy();
level.soul_counter_created_once = true;
}
self thread chest_anims();
level.soul_counter_created_once = true;
level.soul_counter_finished = false;
thread maps\soul_counter::soul_counter_tr(self.death_count, self.max_count);
else if( self.death_count >= 2 && self.death_count <= self.max_count-1 )
{
// continue the soul counter
level.soul_counter_created_once = false;
level.soul_counter_finished = false;
thread maps\soul_counter::soul_counter_tr(self.death_count, self.max_count);
else if( self.death_count == self.max_count )
{
// end the soul counter
level.soul_counter_finished = true;
thread maps\soul_counter::soul_counter_tr(self.death_count, self.max_count);
self notify( "time_out" );
wait 2;
self notify( "chest_full" );
thread maps\soul_counter::soul_counter_destroy();