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NEEDS TESTING: delay note miss by one frame to fix lag causing misses
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commit
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@ -25,6 +25,7 @@ class Note extends FlxSprite
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public var tooLate:Bool = false;
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public var tooLate:Bool = false;
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public var wasGoodHit:Bool = false;
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public var wasGoodHit:Bool = false;
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public var prevNote:Note;
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public var prevNote:Note;
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private var willMiss:Bool = false;
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public var sustainLength:Float = 0;
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public var sustainLength:Float = 0;
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public var isSustainNote:Bool = false;
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public var isSustainNote:Bool = false;
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@ -126,7 +127,6 @@ class Note extends FlxSprite
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case 0:
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case 0:
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x += swagWidth * 0;
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x += swagWidth * 0;
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animation.play('purpleScroll');
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animation.play('purpleScroll');
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case 1:
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case 1:
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x += swagWidth * 1;
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x += swagWidth * 1;
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animation.play('blueScroll');
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animation.play('blueScroll');
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@ -201,15 +201,25 @@ class Note extends FlxSprite
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if (mustPress)
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if (mustPress)
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{
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{
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// The * 0.5 is so that it's easier to hit them too late, instead of too early
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// miss on the NEXT frame so lag doesnt make u miss notes
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if (strumTime > Conductor.songPosition - Conductor.safeZoneOffset
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if (willMiss)
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&& strumTime < Conductor.songPosition + (Conductor.safeZoneOffset * 0.5))
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{
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canBeHit = true;
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else
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canBeHit = false;
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if (strumTime < Conductor.songPosition - Conductor.safeZoneOffset && !wasGoodHit)
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tooLate = true;
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tooLate = true;
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canBeHit = false;
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}
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else
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{
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if (strumTime > Conductor.songPosition - Conductor.safeZoneOffset)
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{ // The * 0.5 is so that it's easier to hit them too late, instead of too early
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if (strumTime < Conductor.songPosition + (Conductor.safeZoneOffset * 0.5))
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canBeHit = true;
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}
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else
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{
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canBeHit = true;
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willMiss = true;
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}
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}
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}
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}
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else
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else
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{
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{
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