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Implement onSongLoaded script event (with access to notes and events)
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@ -1,6 +1,7 @@
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package funkin.modding.events;
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import funkin.data.song.SongData.SongNoteData;
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import funkin.data.song.SongData.SongEventData;
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import flixel.FlxState;
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import flixel.FlxSubState;
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import funkin.play.notes.NoteSprite;
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@ -358,6 +359,8 @@ class SongLoadScriptEvent extends ScriptEvent
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*/
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public var notes(default, set):Array<SongNoteData>;
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public var events(default, set):Array<SongEventData>;
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public var id(default, null):String;
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public var difficulty(default, null):String;
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@ -368,12 +371,19 @@ class SongLoadScriptEvent extends ScriptEvent
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return this.notes;
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}
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public function new(id:String, difficulty:String, notes:Array<SongNoteData>):Void
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function set_events(events:Array<SongEventData>):Array<SongEventData>
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{
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this.events = events;
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return this.events;
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}
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public function new(id:String, difficulty:String, notes:Array<SongNoteData>, events:Array<SongEventData>):Void
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{
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super(SONG_LOADED, false);
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this.id = id;
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this.difficulty = difficulty;
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this.notes = notes;
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this.events = events;
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}
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public override function toString():String
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@ -1831,15 +1831,21 @@ class PlayState extends MusicBeatSubState
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Highscore.tallies.combo = 0;
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Highscore.tallies = new Tallies();
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// Reset song events.
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songEvents = currentChart.getEvents();
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var event:SongLoadScriptEvent = new SongLoadScriptEvent(currentChart.song.id, currentChart.difficulty, currentChart.notes.copy(), currentChart.getEvents());
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dispatchEvent(event);
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var builtNoteData = event.notes;
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var builtEventData = event.events;
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songEvents = builtEventData;
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SongEventRegistry.resetEvents(songEvents);
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// Reset the notes on each strumline.
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var playerNoteData:Array<SongNoteData> = [];
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var opponentNoteData:Array<SongNoteData> = [];
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for (songNote in currentChart.notes)
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for (songNote in builtNoteData)
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{
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var strumTime:Float = songNote.time;
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if (strumTime < startTime) continue; // Skip notes that are before the start time.
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