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Merge pull request #441 from FunkinCrew/bugfix/spookeez-hold-note
Bugfix/spookeez hold note
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commit
bf9f87e9e7
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@ -295,6 +295,11 @@ class Strumline extends FlxSpriteGroup
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{
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if (noteData.length == 0) return;
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// Ensure note data gets reset if the song happens to loop.
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// NOTE: I had to remove this line because it was causing notes visible during the countdown to be placed multiple times.
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// I don't remember what bug I was trying to fix by adding this.
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// if (conductorInUse.currentStep == 0) nextNoteIndex = 0;
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var songStart:Float = PlayState.instance?.startTimestamp ?? 0.0;
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var hitWindowStart:Float = Conductor.instance.songPosition - Constants.HIT_WINDOW_MS;
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var renderWindowStart:Float = Conductor.instance.songPosition + RENDER_DISTANCE_MS;
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@ -822,7 +827,7 @@ class Strumline extends FlxSpriteGroup
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{
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// The note sprite pool is full and all note splashes are active.
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// We have to create a new note.
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result = new SustainTrail(0, 100, noteStyle);
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result = new SustainTrail(0, 0, noteStyle);
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this.holdNotes.add(result);
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}
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@ -210,7 +210,8 @@ class LoadingState extends MusicBeatState
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}
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// Load and cache the song's charts.
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if (params?.targetSong != null)
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// Don't do this if we already provided the music and charts.
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if (params?.targetSong != null && !params.overrideMusic)
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{
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params.targetSong.cacheCharts(true);
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}
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