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https://github.com/ninjamuffin99/Funkin.git
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Merge branch 'feature/2hot-cutscenes-eric' into bugfix/weekend-1-can-death-freeze
This commit is contained in:
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Subproject commit 00463685fa570f0c853d08e250b46ef80f30bc48
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Subproject commit 03e7c2a2353b184e45955c96d763b7cdf1acbc34
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@ -39,27 +39,39 @@ class Conductor
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static var _instance:Null<Conductor> = null;
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static function get_instance():Conductor
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{
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if (_instance == null) _instance = new Conductor();
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return _instance;
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}
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/**
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* Signal fired when the current Conductor instance advances to a new measure.
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* Signal fired when the current static Conductor instance advances to a new measure.
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*/
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public static var measureHit(default, null):FlxSignal = new FlxSignal();
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/**
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* Signal fired when THIS Conductor instance advances to a new measure.
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* TODO: This naming sucks but we can't make a static and instance field with the same name!
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*/
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public var onMeasureHit(default, null):FlxSignal = new FlxSignal();
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/**
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* Signal fired when the current Conductor instance advances to a new beat.
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*/
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public static var beatHit(default, null):FlxSignal = new FlxSignal();
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/**
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* Signal fired when THIS Conductor instance advances to a new beat.
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* TODO: This naming sucks but we can't make a static and instance field with the same name!
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*/
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public var onBeatHit(default, null):FlxSignal = new FlxSignal();
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/**
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* Signal fired when the current Conductor instance advances to a new step.
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*/
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public static var stepHit(default, null):FlxSignal = new FlxSignal();
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/**
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* Signal fired when THIS Conductor instance advances to a new step.
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* TODO: This naming sucks but we can't make a static and instance field with the same name!
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*/
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public var onStepHit(default, null):FlxSignal = new FlxSignal();
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/**
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* The list of time changes in the song.
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* There should be at least one time change (at the beginning of the song) to define the BPM.
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@ -247,6 +259,69 @@ class Conductor
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return Std.int(timeSignatureNumerator / timeSignatureDenominator * Constants.STEPS_PER_BEAT * Constants.STEPS_PER_BEAT);
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}
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/**
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* Reset the Conductor, replacing the current instance with a fresh one.
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*/
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public static function reset():Void
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{
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set_instance(new Conductor());
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}
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static function dispatchMeasureHit():Void
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{
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Conductor.measureHit.dispatch();
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}
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static function dispatchBeatHit():Void
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{
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Conductor.beatHit.dispatch();
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}
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static function dispatchStepHit():Void
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{
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Conductor.stepHit.dispatch();
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}
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static function setupSingleton(input:Conductor):Void
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{
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input.onMeasureHit.add(dispatchMeasureHit);
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input.onBeatHit.add(dispatchBeatHit);
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input.onStepHit.add(dispatchStepHit);
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}
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static function clearSingleton(input:Conductor):Void
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{
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input.onMeasureHit.remove(dispatchMeasureHit);
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input.onBeatHit.remove(dispatchBeatHit);
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input.onStepHit.remove(dispatchStepHit);
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}
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static function get_instance():Conductor
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{
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if (Conductor._instance == null) set_instance(new Conductor());
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if (Conductor._instance == null) throw "Could not initialize singleton Conductor!";
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return Conductor._instance;
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}
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static function set_instance(instance:Conductor):Conductor
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{
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// Use _instance in here to avoid recursion
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if (Conductor._instance != null) clearSingleton(Conductor._instance);
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Conductor._instance = instance;
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if (Conductor._instance != null) setupSingleton(Conductor._instance);
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return Conductor._instance;
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}
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/**
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* The constructor.
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*/
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public function new() {}
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/**
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@ -257,6 +332,7 @@ class Conductor
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*
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* WARNING: Avoid this for things like setting the BPM of the title screen music,
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* you should have a metadata file for it instead.
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* We should probably deprecate this in the future.
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*/
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public function forceBPM(?bpm:Float):Void
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{
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@ -277,7 +353,7 @@ class Conductor
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* BPM, current step, etc. will be re-calculated based on the song position.
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*
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* @param songPosition The current position in the song in milliseconds.
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* Leave blank to use the FlxG.sound.music position.
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* Leave blank to use the `FlxG.sound.music` position.
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*/
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public function update(?songPos:Float):Void
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{
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@ -330,24 +406,20 @@ class Conductor
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this.currentMeasure = Math.floor(currentMeasureTime);
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}
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// Only fire the signal if we are THE Conductor.
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if (this == Conductor.instance)
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// FlxSignals are really cool.
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if (currentStep != oldStep)
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{
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// FlxSignals are really cool.
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if (currentStep != oldStep)
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{
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Conductor.stepHit.dispatch();
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}
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this.onStepHit.dispatch();
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}
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if (currentBeat != oldBeat)
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{
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Conductor.beatHit.dispatch();
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}
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if (currentBeat != oldBeat)
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{
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this.onBeatHit.dispatch();
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}
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if (currentMeasure != oldMeasure)
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{
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Conductor.measureHit.dispatch();
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}
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if (currentMeasure != oldMeasure)
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{
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this.onMeasureHit.dispatch();
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}
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}
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@ -517,20 +589,14 @@ class Conductor
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/**
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* Add variables of the current Conductor instance to the Flixel debugger.
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*/
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public static function watchQuick():Void
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public static function watchQuick(?target:Conductor):Void
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{
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FlxG.watch.addQuick('songPosition', Conductor.instance.songPosition);
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FlxG.watch.addQuick('bpm', Conductor.instance.bpm);
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FlxG.watch.addQuick('currentMeasureTime', Conductor.instance.currentMeasureTime);
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FlxG.watch.addQuick('currentBeatTime', Conductor.instance.currentBeatTime);
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FlxG.watch.addQuick('currentStepTime', Conductor.instance.currentStepTime);
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}
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if (target == null) target = Conductor.instance;
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/**
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* Reset the Conductor, replacing the current instance with a fresh one.
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*/
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public static function reset():Void
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{
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_instance = new Conductor();
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FlxG.watch.addQuick('songPosition', target.songPosition);
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FlxG.watch.addQuick('bpm', target.bpm);
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FlxG.watch.addQuick('currentMeasureTime', target.currentMeasureTime);
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FlxG.watch.addQuick('currentBeatTime', target.currentBeatTime);
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FlxG.watch.addQuick('currentStepTime', target.currentStepTime);
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}
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}
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@ -813,6 +813,7 @@ class PlayState extends MusicBeatSubState
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super.update(elapsed);
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var list = FlxG.sound.list;
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updateHealthBar();
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updateScoreText();
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@ -969,7 +970,7 @@ class PlayState extends MusicBeatSubState
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if (health < Constants.HEALTH_MIN) health = Constants.HEALTH_MIN;
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// Apply camera zoom + multipliers.
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if (subState == null && cameraZoomRate > 0.0 && !isInCutscene)
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if (subState == null && cameraZoomRate > 0.0) // && !isInCutscene)
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{
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cameraBopMultiplier = FlxMath.lerp(1.0, cameraBopMultiplier, 0.95); // Lerp bop multiplier back to 1.0x
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var zoomPlusBop = currentCameraZoom * cameraBopMultiplier; // Apply camera bop multiplier.
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@ -1869,6 +1870,8 @@ class PlayState extends MusicBeatSubState
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isInCutscene = false;
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camCutscene.visible = false;
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// TODO: Maybe tween in the camera after any cutscenes.
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camHUD.visible = true;
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}
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@ -127,7 +127,7 @@ class FocusCameraSongEvent extends SongEvent
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switch (ease)
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{
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case 'CLASSIC': // Old-school. No ease. Just set follow point.
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PlayState.instance.cancelCameraFollowTween();
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PlayState.instance.resetCamera();
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PlayState.instance.cameraFollowPoint.setPosition(targetX, targetY);
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case 'INSTANT': // Instant ease. Duration is automatically 0.
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PlayState.instance.tweenCameraToPosition(targetX, targetY, 0);
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@ -218,7 +218,7 @@ class Constants
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public static final DEFAULT_VARIATION:String = 'default';
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/**
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* Standard variations used by the game.
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* Standardized variations for charts
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*/
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public static final DEFAULT_VARIATION_LIST:Array<String> = ['default', 'erect', 'pico'];
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