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optimized lol
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@ -609,9 +609,6 @@ class ChartingState extends MusicBeatState
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playheadTest.y = CoolUtil.coolLerp(playheadTest.y, FlxMath.remapToRange(Conductor.songPosition, 0, FlxG.sound.music.length, 0, FlxG.height), 0.5);
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playheadTest.y = CoolUtil.coolLerp(playheadTest.y, FlxMath.remapToRange(Conductor.songPosition, 0, FlxG.sound.music.length, 0, FlxG.height), 0.5);
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trace(_song.noteMap.toString());
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trace(SongLoad.songData.noteMap.toString());
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trace(SongLoad.curDiff);
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var strumLinePos:Float = getYfromStrum((Conductor.songPosition - sectionStartTime()) % (Conductor.stepCrochet * SongLoad.getSong()[curSection].lengthInSteps));
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var strumLinePos:Float = getYfromStrum((Conductor.songPosition - sectionStartTime()) % (Conductor.stepCrochet * SongLoad.getSong()[curSection].lengthInSteps));
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if (FlxG.sound.music != null)
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if (FlxG.sound.music != null)
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