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Fix FlxAtlasSprite completion handling and music looping
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@ -340,6 +340,8 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
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if (songMusicData != null)
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{
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Conductor.instance.mapTimeChanges(songMusicData.timeChanges);
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if (songMusicData.looped != null && params.loop == null) params.loop = songMusicData.looped;
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}
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else
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{
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@ -185,11 +185,12 @@ class FlxAtlasSprite extends FlxAnimate
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// Move to the first frame of the animation.
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// goToFrameLabel(id);
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trace('Playing animation $id');
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if (this.anim.symbolDictionary.exists(id) || (this.anim.getByName(id) != null))
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if ((id == null || id == "") || this.anim.symbolDictionary.exists(id) || (this.anim.getByName(id) != null))
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{
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this.anim.play(id, restart, false, startFrame);
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if (id == "Boyfriend DJ fist pump" || startFrame == 4) trace("PUMP COMMAND: " + anim.curFrame);
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this.currentAnimation = anim.curSymbol.name;
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fr = null;
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}
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// Only call goToFrameLabel if there is a frame label with that name. This prevents annoying warnings!
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@ -316,6 +317,10 @@ class FlxAtlasSprite extends FlxAnimate
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{
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onAnimationComplete.dispatch(currentAnimation);
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}
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else
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{
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onAnimationComplete.dispatch('');
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}
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}
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var prevFrames:Map<Int, FlxFrame> = [];
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@ -418,8 +418,7 @@ class ResultState extends MusicBeatSubState
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{
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startingVolume: 1.0,
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overrideExisting: true,
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restartTrack: true,
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loop: rank.shouldMusicLoop()
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restartTrack: true
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});
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});
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}
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@ -429,8 +428,7 @@ class ResultState extends MusicBeatSubState
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{
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startingVolume: 1.0,
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overrideExisting: true,
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restartTrack: true,
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loop: rank.shouldMusicLoop()
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restartTrack: true
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});
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}
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});
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@ -577,19 +577,6 @@ enum abstract ScoringRank(String)
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}
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}
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public function shouldMusicLoop():Bool
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{
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switch (abstract)
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{
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case PERFECT_GOLD | PERFECT | EXCELLENT | GREAT | GOOD:
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return true;
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case SHIT:
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return false;
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default:
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return false;
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}
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}
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public function getHorTextAsset()
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{
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switch (abstract)
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