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https://github.com/ninjamuffin99/Funkin.git
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Fix F5 chart not reloading
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@ -1347,64 +1347,13 @@ class PlayState extends MusicBeatSubState
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}
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/**
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* Removes any references to the current stage, then clears the stage cache,
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* then reloads all the stages.
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*
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* This is useful for when you want to edit a stage without reloading the whole game.
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* Reloading works on both the JSON and the HXC, if applicable.
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*
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* Call this by pressing F5 on a debug build.
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*/
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override function debug_refreshModules():Void
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override function reloadAssets():Void
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{
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// Prevent further gameplay updates, which will try to reference dead objects.
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criticalFailure = true;
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// Remove the current stage. If the stage gets deleted while it's still in use,
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// it'll probably crash the game or something.
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if (this.currentStage != null)
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{
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remove(currentStage);
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var event:ScriptEvent = new ScriptEvent(DESTROY, false);
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ScriptEventDispatcher.callEvent(currentStage, event);
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currentStage = null;
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}
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if (!overrideMusic)
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{
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// Stop the instrumental.
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if (FlxG.sound.music != null)
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{
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FlxG.sound.music.destroy();
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FlxG.sound.music = null;
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}
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// Stop the vocals.
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if (vocals != null && vocals.exists)
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{
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vocals.destroy();
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vocals = null;
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}
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}
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else
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{
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// Stop the instrumental.
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if (FlxG.sound.music != null)
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{
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FlxG.sound.music.stop();
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}
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// Stop the vocals.
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if (vocals != null && vocals.exists)
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{
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vocals.stop();
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}
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}
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super.debug_refreshModules();
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var event:ScriptEvent = new ScriptEvent(CREATE, false);
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ScriptEventDispatcher.callEvent(currentSong, event);
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funkin.modding.PolymodHandler.forceReloadAssets();
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lastParams.targetSong = SongRegistry.instance.fetchEntry(currentSong.id);
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LoadingState.loadPlayState(lastParams);
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}
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override function stepHit():Bool
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@ -78,9 +78,6 @@ class MusicBeatState extends FlxTransitionableState implements IEventHandler
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{
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// Emergency exit button.
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if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
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// This can now be used in EVERY STATE YAY!
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if (FlxG.keys.justPressed.F5) debug_refreshModules();
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}
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override function update(elapsed:Float)
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@ -114,12 +111,10 @@ class MusicBeatState extends FlxTransitionableState implements IEventHandler
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ModuleHandler.callEvent(event);
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}
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function debug_refreshModules()
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function reloadAssets()
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{
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PolymodHandler.forceReloadAssets();
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this.destroy();
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// Create a new instance of the current state, so old data is cleared.
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FlxG.resetState();
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}
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@ -72,9 +72,6 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler
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// Emergency exit button.
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if (FlxG.keys.justPressed.F4) FlxG.switchState(() -> new MainMenuState());
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// This can now be used in EVERY STATE YAY!
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if (FlxG.keys.justPressed.F5) debug_refreshModules();
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// Display Conductor info in the watch window.
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FlxG.watch.addQuick("musicTime", FlxG.sound.music?.time ?? 0.0);
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Conductor.watchQuick(conductorInUse);
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@ -82,7 +79,7 @@ class MusicBeatSubState extends FlxSubState implements IEventHandler
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dispatchEvent(new UpdateScriptEvent(elapsed));
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}
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function debug_refreshModules()
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function reloadAssets()
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{
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PolymodHandler.forceReloadAssets();
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@ -1,6 +1,9 @@
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package funkin.util.plugins;
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import flixel.FlxG;
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import flixel.FlxBasic;
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import funkin.ui.MusicBeatState;
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import funkin.ui.MusicBeatSubState;
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/**
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* A plugin which adds functionality to press `F5` to reload all game assets, then reload the current state.
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@ -27,6 +30,10 @@ class ReloadAssetsDebugPlugin extends FlxBasic
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#else
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if (FlxG.keys.justPressed.F5)
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#end
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{
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var state:Dynamic = FlxG.state;
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if (state is MusicBeatState || state is MusicBeatSubState) state.reloadAssets();
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else
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{
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funkin.modding.PolymodHandler.forceReloadAssets();
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@ -34,6 +41,7 @@ class ReloadAssetsDebugPlugin extends FlxBasic
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FlxG.resetState();
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}
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}
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}
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public override function destroy():Void
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{
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