fuck!
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@@ -0,0 +1,3 @@
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function update(e) {
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angle += 45 * e;
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}
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@@ -5,8 +5,8 @@
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<anim name="singLEFT" anim="GF left note" fps="24" loop="false" x="0" y="0" />
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<anim name="singRIGHT" anim="GF Right Note" fps="24" loop="false" x="0" y="0" />
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<anim name="singDOWN" anim="GF Down Note" fps="24" loop="false" x="0" y="0" />
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<anim name="danceLeft" anim="GF Dancing Beat" fps="24" loop="false" x="0" y="0" indices="30,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14" />
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<anim name="danceRight" anim="GF Dancing Beat" fps="24" loop="false" x="0" y="0" indices="15,16,17,18,19,20,21,22,23,24,25,26,27,28,29" />
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<anim name="danceLeft" anim="GF Dancing Beat" fps="24" loop="false" x="0" y="500" indices="30,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14" />
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<anim name="danceRight" anim="GF Dancing Beat" fps="24" loop="false" x="0" y="500" indices="15,16,17,18,19,20,21,22,23,24,25,26,27,28,29" />
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<anim name="hairBlow" anim="GF Dancing Beat Hair blowing" fps="24" loop="false" x="0" y="0" indices="0,1,2,3" />
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<anim name="hairFall" anim="GF Dancing Beat Hair Landing" fps="24" loop="false" x="0" y="0" indices="0,1,2,3,4,5,6,7,8,9,10,11" />
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<anim name="scared" anim="GF FEAR" fps="24" loop="true" x="0" y="0" />
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+1
-1
@@ -1 +1 @@
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1926
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1942
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@@ -1,14 +1,17 @@
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package funkin.system;
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import flixel.math.FlxMath;
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import openfl.geom.ColorTransform;
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import flixel.math.FlxMatrix;
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import flixel.math.FlxAngle;
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import flixel.math.FlxRect;
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import flixel.graphics.frames.FlxFrame;
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import flixel.math.FlxPoint;
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import flixel.FlxG;
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import flixel.FlxCamera;
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class FlxAnimate extends flxanimate.FlxAnimate {
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public override function drawLimb(limb:FlxFrame, _matrix:FlxMatrix, ?colorTransform:ColorTransform)
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override function drawLimb(limb:FlxFrame, _matrix:FlxMatrix, ?colorTransform:ColorTransform)
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{
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if (alpha == 0 || colorTransform != null && (colorTransform.alphaMultiplier == 0 || colorTransform.alphaOffset == -255) || limb == null || limb.type == EMPTY)
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return;
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@@ -69,4 +72,10 @@ class FlxAnimate extends flxanimate.FlxAnimate {
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drawDebug();
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#end
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}
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override function limbOnScreen(limb:FlxFrame, m:FlxMatrix, ?Camera:FlxCamera)
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{
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// TODO: ACTUAL OPTIMISATION
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return true;
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}
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}
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