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- on mouseDown
- global gSprite, gCurrentSong
- if soundBusy(1) then
- set the castNum of sprite gSprite to the number of cast "dim button"
- set the castNum of sprite (gSprite + 10) to the number of cast (gCurrentSong & " Lo")
- sound fadeOut 1, 120
- updateStage()
- end if
- quit()
- end
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