fixed
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@@ -384,7 +384,7 @@ class Character extends FlxSprite implements IBeatReceiver implements IOffsetCom
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public function playAnim(AnimName:String, Force:Bool = false, Reversed:Bool = false, Frame:Int = 0, Context:PlayAnimContext = NONE):Void
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{
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var event = new PlayAnimEvent(AnimName, Force, Reversed, Frame);
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var event = new PlayAnimEvent(AnimName, Force, Reversed, Frame, Context);
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script.call("onPlayAnim", [event]);
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@@ -400,7 +400,7 @@ class Character extends FlxSprite implements IBeatReceiver implements IOffsetCom
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offset.set(globalOffset.x * (isPlayer != playerOffsets ? 1 : -1), -globalOffset.y);
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if (event.animName.startsWith("sing"))
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if (event.context != DANCE)
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lastHit = Conductor.songPosition;
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if (curCharacter == 'gf')
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@@ -720,7 +720,7 @@ class PlayState extends MusicBeatState
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// TODO: Cancellable Discord Update Presence
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#if desktop
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// Song duration in a float, useful for the time left feature
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songLength = FlxG.sound.music.length;
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songLength = inst.length;
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// Updating Discord Rich Presence (with Time Left)
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DiscordClient.changePresence(detailsText, SONG.song + " (" + difficultyText + ")", iconRPC, true, songLength);
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@@ -161,7 +161,7 @@ class FreeplayState extends MusicBeatState
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{
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super.update(elapsed);
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if (FlxG.sound.music.volume < 0.7)
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if (FlxG.sound.music != null && FlxG.sound.music.volume < 0.7)
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{
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FlxG.sound.music.volume += 0.5 * FlxG.elapsed;
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}
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@@ -336,7 +336,7 @@ class SongMetadata
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if (difficulties != null && difficulties.length > 0) {
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this.difficulties = difficulties;
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} else {
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this.difficulties = difficulties = [for(f in Paths.getFolderContent('data/charts/${song}/')) if (Path.extension(f = f.toUpperCase()) == "JSON") Path.withoutExtension(f)];
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this.difficulties = difficulties = [for(f in Paths.getFolderContent('data/charts/${song}/', false)) if (Path.extension(f = f.toUpperCase()) == "JSON") Path.withoutExtension(f)];
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if (difficulties.length == 3) {
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var hasHard = false, hasNormal = false, hasEasy = false;
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for(d in difficulties) {
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@@ -26,12 +26,13 @@ class PlayAnimEvent extends CancellableEvent {
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**/
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public var context:PlayAnimContext;
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public function new(animName:String, force:Bool, reverse:Bool, startingFrame:Int) {
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public function new(animName:String, force:Bool, reverse:Bool, startingFrame:Int, context:PlayAnimContext) {
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super();
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this.animName = animName;
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this.force = force;
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this.reverse = reverse;
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this.startingFrame = startingFrame;
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this.context = context;
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}
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}
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@@ -50,6 +51,11 @@ abstract PlayAnimContext(String) {
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**/
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var SING = "SING";
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/**
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Whenever a dance animation is played.
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**/
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var DANCE = "DANCE";
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/**
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Whenever a note is missed and a miss animation will be played.
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**/
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