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https://github.com/ninjamuffin99/Funkin.git
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spookeez scared animation lightning fix
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commit
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@ -1,8 +1,8 @@
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package funkin.play.character;
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import flixel.graphics.frames.FlxFramesCollection;
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import funkin.modding.events.ScriptEvent;
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import funkin.util.assets.FlxAnimationUtil;
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import flixel.graphics.frames.FlxFramesCollection;
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/**
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* For some characters which use Sparrow atlases, the spritesheets need to be split
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@ -174,10 +174,10 @@ class MultiSparrowCharacter extends BaseCharacter
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trace('[MULTISPARROWCHAR] Successfully loaded ${animNames.length} animations for ${characterId}');
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}
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public override function playAnimation(name:String, restart:Bool = false):Void
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public override function playAnimation(name:String, restart:Bool = false, ?ignoreOther:Bool = false):Void
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{
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loadFramesByAnimName(name);
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super.playAnimation(name, restart);
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super.playAnimation(name, restart, ignoreOther);
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}
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override function set_frames(value:FlxFramesCollection):FlxFramesCollection
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@ -1,5 +1,6 @@
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package funkin.play.stage;
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import flixel.FlxG;
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import flixel.FlxSprite;
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import funkin.modding.IScriptedClass.IPlayStateScriptedClass;
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import funkin.modding.events.ScriptEvent;
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@ -42,6 +43,8 @@ class Bopper extends FlxSprite implements IPlayStateScriptedClass
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*/
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public var shouldBop:Bool = true;
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public var finishCallbackMap:Map<String, Void->Void> = new Map<String, Void->Void>();
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function set_idleSuffix(value:String):String
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{
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this.idleSuffix = value;
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@ -82,6 +85,11 @@ class Bopper extends FlxSprite implements IPlayStateScriptedClass
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{
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super();
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this.danceEvery = danceEvery;
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this.animation.finishCallback = function(name)
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{
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if (finishCallbackMap[name] != null)
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finishCallbackMap[name]();
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};
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}
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function update_shouldAlternate():Void
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@ -106,7 +114,7 @@ class Bopper extends FlxSprite implements IPlayStateScriptedClass
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/**
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* Called every `danceEvery` beats of the song.
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*/
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public function dance(force:Bool = false):Void
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public function dance(forceRestart:Bool = false):Void
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{
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if (this.animation == null)
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{
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@ -122,17 +130,17 @@ class Bopper extends FlxSprite implements IPlayStateScriptedClass
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{
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if (hasDanced)
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{
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playAnimation('danceRight$idleSuffix', force);
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playAnimation('danceRight$idleSuffix', forceRestart);
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}
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else
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{
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playAnimation('danceLeft$idleSuffix', force);
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playAnimation('danceLeft$idleSuffix', forceRestart);
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}
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hasDanced = !hasDanced;
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}
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else
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{
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playAnimation('idle$idleSuffix', force);
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playAnimation('idle$idleSuffix', forceRestart);
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}
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}
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@ -179,18 +187,39 @@ class Bopper extends FlxSprite implements IPlayStateScriptedClass
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}
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}
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public var canPlayOtherAnims:Bool = true;
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/**
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* @param name The name of the animation to play.
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* @param restart Whether to restart the animation if it is already playing.
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* @param ignoreOther Whether to ignore all other animation inputs, until this one is done playing
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*/
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public function playAnimation(name:String, restart:Bool = false):Void
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public function playAnimation(name:String, restart:Bool = false, ?ignoreOther:Bool = false):Void
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{
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if (ignoreOther == null)
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ignoreOther = false;
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if (!canPlayOtherAnims)
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return;
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var correctName = correctAnimationName(name);
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if (correctName == null)
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return;
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this.animation.play(correctName, restart, false, 0);
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if (ignoreOther)
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{
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canPlayOtherAnims = false;
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// doing it with this funny map, since overriding the animation.finishCallback is a bit messier IMO
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finishCallbackMap[name] = function()
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{
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canPlayOtherAnims = true;
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finishCallbackMap[name] = null;
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};
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}
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applyAnimationOffsets(correctName);
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}
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