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https://github.com/ninjamuffin99/Funkin.git
synced 2024-08-18 05:54:38 +00:00
Bunch of changes to NoteScriptEvent and death logic
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@ -106,12 +106,19 @@ class NoteScriptEvent extends ScriptEvent
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*/
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*/
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public var playSound(default, default):Bool;
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public var playSound(default, default):Bool;
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/**
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* A multiplier to the health gained or lost from this note.
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* This affects both hits and misses. Remember that max health is 2.00.
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*/
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public var healthMulti:Float;
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public function new(type:ScriptEventType, note:NoteSprite, comboCount:Int = 0, cancelable:Bool = false):Void
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public function new(type:ScriptEventType, note:NoteSprite, comboCount:Int = 0, cancelable:Bool = false):Void
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{
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{
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super(type, cancelable);
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super(type, cancelable);
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this.note = note;
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this.note = note;
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this.comboCount = comboCount;
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this.comboCount = comboCount;
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this.playSound = true;
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this.playSound = true;
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this.healthMulti = 1.0;
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}
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}
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public override function toString():String
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public override function toString():String
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@ -4,16 +4,17 @@ import flixel.FlxG;
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import flixel.FlxObject;
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import flixel.FlxObject;
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import flixel.FlxSprite;
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import flixel.FlxSprite;
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import flixel.sound.FlxSound;
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import flixel.sound.FlxSound;
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import funkin.ui.story.StoryMenuState;
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import flixel.util.FlxColor;
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import flixel.util.FlxColor;
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import flixel.util.FlxTimer;
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import flixel.util.FlxTimer;
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import funkin.graphics.FunkinSprite;
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import funkin.graphics.FunkinSprite;
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import funkin.ui.MusicBeatSubState;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.events.ScriptEventDispatcher;
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import funkin.modding.events.ScriptEventDispatcher;
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import funkin.play.character.BaseCharacter;
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import funkin.play.PlayState;
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import funkin.play.PlayState;
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import funkin.ui.freeplay.FreeplayState;
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import funkin.ui.freeplay.FreeplayState;
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import funkin.play.character.BaseCharacter;
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import funkin.ui.MusicBeatSubState;
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import funkin.ui.story.StoryMenuState;
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import openfl.utils.Assets;
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/**
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/**
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* A substate which renders over the PlayState when the player dies.
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* A substate which renders over the PlayState when the player dies.
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@ -148,6 +149,12 @@ class GameOverSubState extends MusicBeatSubState
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Conductor.instance.update(0);
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Conductor.instance.update(0);
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}
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}
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public function resetCameraZoom():Void
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{
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// Apply camera zoom level from stage data.
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FlxG.camera.zoom = PlayState?.instance?.currentStage?.camZoom ?? 1.0;
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}
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var hasStartedAnimation:Bool = false;
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var hasStartedAnimation:Bool = false;
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override function update(elapsed:Float)
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override function update(elapsed:Float)
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@ -295,7 +302,7 @@ class GameOverSubState extends MusicBeatSubState
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* Starts the death music at the appropriate volume.
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* Starts the death music at the appropriate volume.
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* @param startingVolume
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* @param startingVolume
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*/
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*/
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function startDeathMusic(?startingVolume:Float = 1, force:Bool = false):Void
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public function startDeathMusic(?startingVolume:Float = 1, force:Bool = false):Void
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{
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{
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var musicPath = Paths.music('gameplay/gameover/gameOver' + musicSuffix);
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var musicPath = Paths.music('gameplay/gameover/gameOver' + musicSuffix);
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if (isEnding)
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if (isEnding)
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@ -320,8 +327,15 @@ class GameOverSubState extends MusicBeatSubState
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public static function playBlueBalledSFX()
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public static function playBlueBalledSFX()
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{
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{
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blueballed = true;
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blueballed = true;
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if (Assets.exists(Paths.sound('gameplay/gameover/fnf_loss_sfx' + blueBallSuffix)))
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{
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FlxG.sound.play(Paths.sound('gameplay/gameover/fnf_loss_sfx' + blueBallSuffix));
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FlxG.sound.play(Paths.sound('gameplay/gameover/fnf_loss_sfx' + blueBallSuffix));
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}
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}
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else
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{
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FlxG.log.error('Missing blue ball sound effect: ' + Paths.sound('gameplay/gameover/fnf_loss_sfx' + blueBallSuffix));
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}
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}
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var playingJeffQuote:Bool = false;
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var playingJeffQuote:Bool = false;
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@ -903,6 +903,7 @@ class PlayState extends MusicBeatSubState
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{
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{
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FlxG.watch.addQuick('bfAnim', currentStage.getBoyfriend().getCurrentAnimation());
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FlxG.watch.addQuick('bfAnim', currentStage.getBoyfriend().getCurrentAnimation());
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}
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}
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FlxG.watch.addQuick('health', health);
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// TODO: Add a song event for Handle GF dance speed.
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// TODO: Add a song event for Handle GF dance speed.
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@ -1390,8 +1391,7 @@ class PlayState extends MusicBeatSubState
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var event:ScriptEvent = new ScriptEvent(CREATE, false);
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var event:ScriptEvent = new ScriptEvent(CREATE, false);
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ScriptEventDispatcher.callEvent(currentStage, event);
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ScriptEventDispatcher.callEvent(currentStage, event);
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// Apply camera zoom level from stage data.
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resetCameraZoom();
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defaultCameraZoom = currentStage.camZoom;
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// Add the stage to the scene.
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// Add the stage to the scene.
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this.add(currentStage);
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this.add(currentStage);
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@ -1407,6 +1407,12 @@ class PlayState extends MusicBeatSubState
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}
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}
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}
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}
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public function resetCameraZoom():Void
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{
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// Apply camera zoom level from stage data.
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defaultCameraZoom = currentStage.camZoom;
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}
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/**
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/**
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* Generates the character sprites and adds them to the stage.
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* Generates the character sprites and adds them to the stage.
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*/
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*/
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@ -1960,7 +1966,7 @@ class PlayState extends MusicBeatSubState
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// Judge the miss.
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// Judge the miss.
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// NOTE: This is what handles the scoring.
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// NOTE: This is what handles the scoring.
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trace('Missed note! ${note.noteData}');
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trace('Missed note! ${note.noteData}');
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onNoteMiss(note);
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onNoteMiss(note, event.playSound, event.healthMulti);
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note.handledMiss = true;
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note.handledMiss = true;
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}
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}
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@ -2111,7 +2117,7 @@ class PlayState extends MusicBeatSubState
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// Calling event.cancelEvent() skips all the other logic! Neat!
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// Calling event.cancelEvent() skips all the other logic! Neat!
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if (event.eventCanceled) return;
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if (event.eventCanceled) return;
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popUpScore(note, input);
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popUpScore(note, input, event.healthMulti);
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if (note.isHoldNote && note.holdNoteSprite != null)
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if (note.isHoldNote && note.holdNoteSprite != null)
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{
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{
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@ -2125,15 +2131,11 @@ class PlayState extends MusicBeatSubState
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* Called when a note leaves the screen and is considered missed by the player.
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* Called when a note leaves the screen and is considered missed by the player.
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* @param note
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* @param note
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*/
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*/
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function onNoteMiss(note:NoteSprite):Void
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function onNoteMiss(note:NoteSprite, playSound:Bool = false, healthLossMulti:Float = 1.0):Void
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{
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{
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// a MISS is when you let a note scroll past you!!
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// If we are here, we already CALLED the onNoteMiss script hook!
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var event:NoteScriptEvent = new NoteScriptEvent(NOTE_MISS, note, Highscore.tallies.combo, true);
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dispatchEvent(event);
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// Calling event.cancelEvent() skips all the other logic! Neat!
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if (event.eventCanceled) return;
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health -= Constants.HEALTH_MISS_PENALTY;
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health -= Constants.HEALTH_MISS_PENALTY * healthLossMulti;
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songScore -= 10;
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songScore -= 10;
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if (!isPracticeMode)
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if (!isPracticeMode)
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@ -2183,7 +2185,7 @@ class PlayState extends MusicBeatSubState
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Highscore.tallies.combo = comboPopUps.displayCombo(0);
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Highscore.tallies.combo = comboPopUps.displayCombo(0);
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}
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}
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if (event.playSound)
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if (playSound)
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{
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{
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vocals.playerVolume = 0;
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vocals.playerVolume = 0;
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FlxG.sound.play(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2));
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FlxG.sound.play(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2));
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@ -2310,7 +2312,7 @@ class PlayState extends MusicBeatSubState
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/**
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/**
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* Handles health, score, and rating popups when a note is hit.
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* Handles health, score, and rating popups when a note is hit.
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*/
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*/
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function popUpScore(daNote:NoteSprite, input:PreciseInputEvent):Void
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function popUpScore(daNote:NoteSprite, input:PreciseInputEvent, healthGainMulti:Float = 1.0):Void
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{
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{
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vocals.playerVolume = 1;
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vocals.playerVolume = 1;
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@ -2341,19 +2343,19 @@ class PlayState extends MusicBeatSubState
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{
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{
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case 'sick':
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case 'sick':
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Highscore.tallies.sick += 1;
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Highscore.tallies.sick += 1;
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health += Constants.HEALTH_SICK_BONUS;
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health += Constants.HEALTH_SICK_BONUS * healthGainMulti;
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isComboBreak = Constants.JUDGEMENT_SICK_COMBO_BREAK;
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isComboBreak = Constants.JUDGEMENT_SICK_COMBO_BREAK;
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case 'good':
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case 'good':
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Highscore.tallies.good += 1;
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Highscore.tallies.good += 1;
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health += Constants.HEALTH_GOOD_BONUS;
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health += Constants.HEALTH_GOOD_BONUS * healthGainMulti;
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isComboBreak = Constants.JUDGEMENT_GOOD_COMBO_BREAK;
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isComboBreak = Constants.JUDGEMENT_GOOD_COMBO_BREAK;
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case 'bad':
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case 'bad':
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Highscore.tallies.bad += 1;
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Highscore.tallies.bad += 1;
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health += Constants.HEALTH_BAD_BONUS;
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health += Constants.HEALTH_BAD_BONUS * healthGainMulti;
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isComboBreak = Constants.JUDGEMENT_BAD_COMBO_BREAK;
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isComboBreak = Constants.JUDGEMENT_BAD_COMBO_BREAK;
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case 'shit':
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case 'shit':
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Highscore.tallies.shit += 1;
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Highscore.tallies.shit += 1;
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health += Constants.HEALTH_SHIT_BONUS;
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health += Constants.HEALTH_SHIT_BONUS * healthGainMulti;
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isComboBreak = Constants.JUDGEMENT_SHIT_COMBO_BREAK;
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isComboBreak = Constants.JUDGEMENT_SHIT_COMBO_BREAK;
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}
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}
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@ -305,9 +305,15 @@ class CharacterDataParser
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icon = "darnell";
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icon = "darnell";
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case "senpai-angry":
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case "senpai-angry":
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icon = "senpai";
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icon = "senpai";
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case "tankman" | "tankman-atlas":
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icon = "tankmen";
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}
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}
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return Paths.image("freeplay/icons/" + icon + "pixel");
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var path = Paths.image("freeplay/icons/" + icon + "pixel");
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if (Assets.exists(path)) return path;
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// TODO: Hardcode some additional behavior or a fallback.
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return null;
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}
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}
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/**
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/**
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@ -397,15 +397,18 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
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this.characters.set('bf', character);
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this.characters.set('bf', character);
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charData = _data.characters.bf;
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charData = _data.characters.bf;
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character.flipX = !character.getDataFlipX();
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character.flipX = !character.getDataFlipX();
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character.name = 'bf';
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character.initHealthIcon(false);
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character.initHealthIcon(false);
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case GF:
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case GF:
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this.characters.set('gf', character);
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this.characters.set('gf', character);
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charData = _data.characters.gf;
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charData = _data.characters.gf;
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character.flipX = character.getDataFlipX();
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character.flipX = character.getDataFlipX();
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character.name = 'gf';
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case DAD:
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case DAD:
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this.characters.set('dad', character);
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this.characters.set('dad', character);
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charData = _data.characters.dad;
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charData = _data.characters.dad;
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character.flipX = character.getDataFlipX();
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character.flipX = character.getDataFlipX();
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character.name = 'dad';
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character.initHealthIcon(true);
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character.initHealthIcon(true);
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default:
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default:
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this.characters.set(character.characterId, character);
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this.characters.set(character.characterId, character);
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