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dumbass sort maybe lol!
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@ -149,6 +149,9 @@ class PlayState extends MusicBeatState
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if (FlxG.sound.music != null)
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FlxG.sound.music.stop();
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FlxG.sound.cache(Paths.inst(PlayState.SONG.song));
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FlxG.sound.cache(Paths.voices(PlayState.SONG.song));
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// var gameCam:FlxCamera = FlxG.camera;
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camGame = new FlxCamera();
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camHUD = new FlxCamera();
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@ -157,6 +160,11 @@ class PlayState extends MusicBeatState
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FlxG.cameras.reset(camGame);
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FlxG.cameras.add(camHUD, false);
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// fake notesplash cache type deal so that it loads in the graphic?
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var noteSplash:NoteSplash = new NoteSplash(100, 100, 0);
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add(noteSplash);
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noteSplash.alpha = 0.1;
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persistentUpdate = true;
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persistentDraw = true;
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@ -1225,11 +1233,23 @@ class PlayState extends MusicBeatState
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generatedMusic = true;
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}
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// Now you are probably wondering why I made 2 of these very similar functions
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// sortByShit(), and sortNotes(). sortNotes is meant to be used by both sortByShit(), and the notes FlxGroup
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// sortByShit() is meant to be used only by the unspawnNotes array.
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// and the array sorting function doesnt need that order variable thingie
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// this is good enough for now lololol HERE IS COMMENT FOR THIS SORTA DUMB DECISION LOL
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function sortByShit(Obj1:Note, Obj2:Note):Int
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{
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return FlxSort.byValues(FlxSort.ASCENDING, Obj1.strumTime, Obj2.strumTime);
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return sortNotes(FlxSort.ASCENDING, Obj1, Obj2);
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}
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function sortNotes(order:Int = FlxSort.ASCENDING, Obj1:Note, Obj2:Note)
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{
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return FlxSort.byValues(order, Obj1.strumTime, Obj2.strumTime);
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}
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// ^ These two sorts also look cute together ^
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private function generateStaticArrows(player:Int):Void
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{
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for (i in 0...4)
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@ -1659,7 +1679,7 @@ class PlayState extends MusicBeatState
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notes.add(dunceNote);
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var index:Int = unspawnNotes.indexOf(dunceNote);
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unspawnNotes.splice(index, 1);
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unspawnNotes.shift();
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}
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if (generatedMusic)
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@ -2430,7 +2450,7 @@ class PlayState extends MusicBeatState
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if (generatedMusic)
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{
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notes.sort(FlxSort.byY, FlxSort.DESCENDING);
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notes.sort(sortNotes, FlxSort.DESCENDING);
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}
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if (SONG.notes[Math.floor(curStep / 16)] != null)
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