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Move TitleState into its own package.
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commit
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@ -24,6 +24,7 @@ import funkin.play.song.SongData.SongDataParser;
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import funkin.play.stage.StageData.StageDataParser;
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import funkin.play.stage.StageData.StageDataParser;
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import funkin.play.character.CharacterData.CharacterDataParser;
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import funkin.play.character.CharacterData.CharacterDataParser;
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import funkin.modding.module.ModuleHandler;
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import funkin.modding.module.ModuleHandler;
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import funkin.ui.title.TitleState;
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#if discord_rpc
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#if discord_rpc
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import Discord.DiscordClient;
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import Discord.DiscordClient;
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#end
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#end
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@ -22,6 +22,7 @@ import funkin.shaderslmfao.ScreenWipeShader;
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import funkin.ui.AtlasMenuList;
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import funkin.ui.AtlasMenuList;
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import funkin.ui.MenuList.MenuItem;
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import funkin.ui.MenuList.MenuItem;
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import funkin.ui.MenuList;
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import funkin.ui.MenuList;
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import funkin.ui.title.TitleState;
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import funkin.ui.story.StoryMenuState;
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import funkin.ui.story.StoryMenuState;
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import funkin.ui.OptionsState;
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import funkin.ui.OptionsState;
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import funkin.ui.PreferencesMenu;
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import funkin.ui.PreferencesMenu;
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@ -192,7 +192,6 @@ class TitleState extends MusicBeatState
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else
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else
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initialized = true;
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initialized = true;
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if (FlxG.sound.music != null) FlxG.sound.music.onComplete = function() FlxG.switchState(new VideoState());
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}
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}
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function playMenuMusic():Void
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function playMenuMusic():Void
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@ -304,50 +303,19 @@ class TitleState extends MusicBeatState
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var targetState:FlxState = new MainMenuState();
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var targetState:FlxState = new MainMenuState();
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#if newgrounds
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if (!OutdatedSubState.leftState)
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{
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NGio.checkVersion(function(version) {
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// Check if version is outdated
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var localVersion:String = "v" + Application.current.meta.get('version');
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var onlineVersion = version.split(" ")[0].trim();
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if (version.trim() != onlineVersion)
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{
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trace('OLD VERSION!');
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// targetState = new OutdatedSubState();
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}
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else
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{
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// targetState = new MainMenuState();
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}
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// REDO FOR ITCH/FINAL SHIT
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});
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}
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#end
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new FlxTimer().start(2, function(tmr:FlxTimer) {
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new FlxTimer().start(2, function(tmr:FlxTimer) {
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// These assets are very unlikely to be used for the rest of gameplay, so it unloads them from cache/memory
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// These assets are very unlikely to be used for the rest of gameplay, so it unloads them from cache/memory
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// Saves about 50mb of RAM or so???
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// Saves about 50mb of RAM or so???
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Assets.cache.clear(Paths.image('gfDanceTitle'));
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// TODO: This BREAKS the title screen if you return back to it! Figure out how to fix that.
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Assets.cache.clear(Paths.image('logoBumpin'));
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// Assets.cache.clear(Paths.image('gfDanceTitle'));
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Assets.cache.clear(Paths.image('titleEnter'));
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// Assets.cache.clear(Paths.image('logoBumpin'));
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// Assets.cache.clear(Paths.image('titleEnter'));
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// ngSpr??
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// ngSpr??
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FlxG.switchState(targetState);
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FlxG.switchState(targetState);
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});
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});
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// FlxG.sound.play(Paths.music('titleShoot'), 0.7);
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// FlxG.sound.play(Paths.music('titleShoot'), 0.7);
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}
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}
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if (pressedEnter && !skippedIntro && initialized) skipIntro();
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if (pressedEnter && !skippedIntro && initialized) skipIntro();
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/*
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#if web
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if (!initialized && controls.ACCEPT)
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{
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// netStream.dispose();
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// FlxG.stage.removeChild(video);
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startIntro();
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skipIntro();
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}
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#end
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*/
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if (controls.UI_LEFT) swagShader.update(-elapsed * 0.1);
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if (controls.UI_LEFT) swagShader.update(-elapsed * 0.1);
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if (controls.UI_RIGHT) swagShader.update(elapsed * 0.1);
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if (controls.UI_RIGHT) swagShader.update(elapsed * 0.1);
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@ -358,12 +326,6 @@ class TitleState extends MusicBeatState
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override function draw()
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override function draw()
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{
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{
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super.draw();
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super.draw();
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// if (gfDance != null)
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// {
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// trace(gfDance.frame.uv);
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// maskShader.frameUV = gfDance.frame.uv;
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// }
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}
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}
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var cheatArray:Array<Int> = [0x0001, 0x0010, 0x0001, 0x0010, 0x0100, 0x1000, 0x0100, 0x1000];
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var cheatArray:Array<Int> = [0x0001, 0x0010, 0x0001, 0x0010, 0x0100, 0x1000, 0x0100, 0x1000];
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