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Merge pull request #294 from FunkinCrew/bugfix/pico-death-anim-fix
Two bug fixes
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commit
7dacf6876a
2
assets
2
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@ -1 +1 @@
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Subproject commit 3d0c0aca06f0032aeca88a750b0ed9422e4afb07
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Subproject commit 5d28d36311d95d17ec9bddaca479b0f8db088a7c
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@ -23,6 +23,12 @@ import funkin.play.character.BaseCharacter;
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*/
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class GameOverSubState extends MusicBeatSubState
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{
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/**
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* The currently active GameOverSubState.
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* There should be only one GameOverSubState in existance at a time, we can use a singleton.
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*/
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public static var instance:GameOverSubState = null;
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/**
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* Which alternate animation on the character to use.
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* You can set this via script.
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@ -88,6 +94,13 @@ class GameOverSubState extends MusicBeatSubState
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override public function create()
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{
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if (instance != null)
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{
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// TODO: Do something in this case? IDK.
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trace('WARNING: GameOverSubState instance already exists. This should not happen.');
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}
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instance = this;
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super.create();
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//
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@ -283,10 +296,10 @@ class GameOverSubState extends MusicBeatSubState
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*/
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function startDeathMusic(?startingVolume:Float = 1, force:Bool = false):Void
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{
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var musicPath = Paths.music('gameOver' + musicSuffix);
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var musicPath = Paths.music('gameplay/gameover/gameOver' + musicSuffix);
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if (isEnding)
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{
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musicPath = Paths.music('gameOverEnd' + musicSuffix);
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musicPath = Paths.music('gameplay/gameover/gameOverEnd' + musicSuffix);
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}
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if (!gameOverMusic.playing || force)
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{
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@ -306,7 +319,7 @@ class GameOverSubState extends MusicBeatSubState
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public static function playBlueBalledSFX()
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{
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blueballed = true;
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FlxG.sound.play(Paths.sound('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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var playingJeffQuote:Bool = false;
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@ -329,6 +342,11 @@ class GameOverSubState extends MusicBeatSubState
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}
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});
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}
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public override function toString():String
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{
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return "GameOverSubState";
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}
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}
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typedef GameOverParams =
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@ -1354,6 +1354,7 @@ class PlayState extends MusicBeatSubState
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function loadStage(id:String):Void
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{
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currentStage = StageRegistry.instance.fetchEntry(id);
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currentStage.revive(); // Stages are killed and props destroyed when the PlayState is destroyed to save memory.
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if (currentStage != null)
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{
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