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Merge pull request #475 from FunkinCrew/bugfix/weekend-1-bug-fixes
Bugfix/weekend 1 bug fixes
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commit
cdc0c18531
2
assets
2
assets
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@ -1 +1 @@
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Subproject commit f3d6cf30dee60a237a6773d8140bd1661f62bd4e
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Subproject commit 837a8639bd7abe4aa8786dc3790e8d4576f04f28
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@ -834,9 +834,12 @@ class PlayState extends MusicBeatSubState
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inputSpitter = [];
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// Reset music properly.
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FlxG.sound.music.time = startTimestamp - Conductor.instance.instrumentalOffset;
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FlxG.sound.music.pitch = playbackRate;
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FlxG.sound.music.pause();
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if (FlxG.sound.music != null)
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{
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FlxG.sound.music.time = startTimestamp - Conductor.instance.instrumentalOffset;
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FlxG.sound.music.pitch = playbackRate;
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FlxG.sound.music.pause();
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}
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if (!overrideMusic)
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{
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@ -852,7 +855,7 @@ class PlayState extends MusicBeatSubState
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vocals.pause();
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vocals.time = 0;
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FlxG.sound.music.volume = 1;
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if (FlxG.sound.music != null) FlxG.sound.music.volume = 1;
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vocals.volume = 1;
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vocals.playerVolume = 1;
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vocals.opponentVolume = 1;
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@ -1548,10 +1551,11 @@ 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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currentStage.revive(); // Stages are killed and props destroyed when the PlayState is destroyed to save memory.
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// Actually create and position the sprites.
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var event:ScriptEvent = new ScriptEvent(CREATE, false);
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ScriptEventDispatcher.callEvent(currentStage, event);
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@ -192,6 +192,7 @@ class AnimateAtlasCharacter extends BaseCharacter
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if (!this.mainSprite.hasAnimation(prefix))
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{
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FlxG.log.warn('[ATLASCHAR] Animation ${prefix} not found in Animate Atlas ${_data.assetPath}');
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trace('[ATLASCHAR] Animation ${prefix} not found in Animate Atlas ${_data.assetPath}');
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continue;
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}
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animations.set(anim.name, anim);
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