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https://github.com/ninjamuffin99/Funkin.git
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easy quick reset stuff in progres
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@ -56,7 +56,11 @@ class PlayState extends MusicBeatState
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private var gf:Character;
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private var gf:Character;
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private var boyfriend:Boyfriend;
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private var boyfriend:Boyfriend;
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/**
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* Notes that should be ON SCREEN and have UPDATES running on them!
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*/
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private var notes:FlxTypedGroup<Note>;
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private var notes:FlxTypedGroup<Note>;
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private var unspawnNotes:Array<Note> = [];
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private var unspawnNotes:Array<Note> = [];
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private var strumLine:FlxSprite;
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private var strumLine:FlxSprite;
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@ -659,8 +663,6 @@ class PlayState extends MusicBeatState
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if (dialogue != null)
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if (dialogue != null)
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{
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{
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doof = new DialogueBox(false, dialogue);
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doof = new DialogueBox(false, dialogue);
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// doof.x += 70;
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// doof.y = FlxG.height * 0.5;
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doof.scrollFactor.set();
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doof.scrollFactor.set();
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doof.finishThing = startCountdown;
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doof.finishThing = startCountdown;
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doof.cameras = [camHUD];
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doof.cameras = [camHUD];
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@ -674,7 +676,6 @@ class PlayState extends MusicBeatState
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strumLine.y = FlxG.height - 150; // 150 just random ass number lol
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strumLine.y = FlxG.height - 150; // 150 just random ass number lol
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strumLine.scrollFactor.set();
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strumLine.scrollFactor.set();
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strumLineNotes = new FlxTypedGroup<FlxSprite>();
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strumLineNotes = new FlxTypedGroup<FlxSprite>();
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add(strumLineNotes);
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add(strumLineNotes);
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@ -1403,7 +1404,14 @@ class PlayState extends MusicBeatState
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generateStaticArrows(1);
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generateStaticArrows(1);
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talking = false;
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talking = false;
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restartCountdownTimer();
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}
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function restartCountdownTimer():Void
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{
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startedCountdown = true;
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startedCountdown = true;
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Conductor.songPosition = 0;
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Conductor.songPosition = 0;
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Conductor.songPosition -= Conductor.crochet * 5;
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Conductor.songPosition -= Conductor.crochet * 5;
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@ -1490,7 +1498,13 @@ class PlayState extends MusicBeatState
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previousFrameTime = FlxG.game.ticks;
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previousFrameTime = FlxG.game.ticks;
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if (!paused)
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if (!paused)
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{
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if (FlxG.sound.music != null)
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FlxG.sound.music.play(true);
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else
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FlxG.sound.playMusic(Paths.inst(SONG.song), 1, false);
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FlxG.sound.playMusic(Paths.inst(SONG.song), 1, false);
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}
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FlxG.sound.music.onComplete = endSong;
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FlxG.sound.music.onComplete = endSong;
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vocals.play();
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vocals.play();
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@ -1507,15 +1521,12 @@ class PlayState extends MusicBeatState
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{
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{
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// FlxG.log.add(ChartParser.parse());
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// FlxG.log.add(ChartParser.parse());
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var songData = SONG;
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Conductor.changeBPM(SONG.bpm);
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Conductor.changeBPM(songData.bpm);
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curSong = songData.song;
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curSong = SONG.song;
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if (SONG.needsVoices)
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if (SONG.needsVoices)
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{
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vocals = new VoicesGroup(SONG.song, SONG.voiceList);
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vocals = new VoicesGroup(SONG.song, SONG.voiceList);
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}
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else
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else
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vocals = new VoicesGroup(SONG.song, null, false);
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vocals = new VoicesGroup(SONG.song, null, false);
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@ -1527,10 +1538,27 @@ class PlayState extends MusicBeatState
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notes = new FlxTypedGroup<Note>();
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notes = new FlxTypedGroup<Note>();
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add(notes);
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add(notes);
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regenNoteData();
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generatedMusic = true;
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}
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function regenNoteData():Void
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{
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// make unspawn notes shit def empty
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unspawnNotes = [];
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notes.forEach(function(nt)
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{
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nt.kill();
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notes.remove(nt, true);
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nt.destroy();
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});
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var noteData:Array<SwagSection>;
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var noteData:Array<SwagSection>;
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// NEW SHIT
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// NEW SHIT
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noteData = songData.notes;
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noteData = SONG.notes;
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for (section in noteData)
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for (section in noteData)
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{
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{
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@ -1582,8 +1610,6 @@ class PlayState extends MusicBeatState
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}
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}
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unspawnNotes.sort(sortByShit);
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unspawnNotes.sort(sortByShit);
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generatedMusic = true;
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}
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}
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// Now you are probably wondering why I made 2 of these very similar functions
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// Now you are probably wondering why I made 2 of these very similar functions
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@ -1804,6 +1830,17 @@ class PlayState extends MusicBeatState
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camHUD.visible = !camHUD.visible;
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camHUD.visible = !camHUD.visible;
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if (FlxG.keys.justPressed.K)
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if (FlxG.keys.justPressed.K)
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{
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{
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startingSong = true;
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FlxG.sound.music.pause();
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FlxG.sound.music.time = 0;
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regenNoteData();
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// resyncVocals();
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// FlxG.sound.music.play();
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restartCountdownTimer();
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// FlxScreenGrab.grab(null, true, true);
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// FlxScreenGrab.grab(null, true, true);
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/*
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/*
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@ -2044,7 +2081,6 @@ class PlayState extends MusicBeatState
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var dunceNote:Note = unspawnNotes[0];
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var dunceNote:Note = unspawnNotes[0];
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notes.add(dunceNote);
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notes.add(dunceNote);
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var index:Int = unspawnNotes.indexOf(dunceNote);
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unspawnNotes.shift();
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unspawnNotes.shift();
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}
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}
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