constants macros: reset(), init() and @:lazy
Co-Authored-By: Ne_Eo <NeeEoo@users.noreply.github.com>
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@@ -429,9 +429,10 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
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@:noCompletion private function get_danceInterval()
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return beatInterval;
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// these wont update when you change the constants!!! they just start from the constant for qol if we'll ever edit them in the future - Nex
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public static var FALLBACK_CHARACTER:String = Constants.DEFAULT_CHARACTER;
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public static var FALLBACK_DEAD_CHARACTER:String = Constants.DEFAULT_GAMEOVER_CHARACTER;
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public static function getXMLFromCharName(character:OneOfTwo<String, Character>):Access {
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var char:Character = null;
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if (character is Character) {
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@@ -86,7 +86,7 @@ class Note extends FlxSprite
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return PlayState.instance.getNoteType(noteTypeID);
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}
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public static var swagWidth:Float = 160 * 0.7;
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public static var swagWidth:Float = 160 * 0.7; // TODO: remove this
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private static var __customNoteTypeExists:Map<String, Bool> = [];
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@@ -92,7 +92,7 @@ class VideoCutscene extends Cutscene {
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// ZIP PATH: EXPORT
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// TODO: this but better and more ram friendly
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localPath = './.temp/video-${curVideo++}.${Constants.VIDEO_EXT}';
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localPath = './.temp/video-${curVideo++}.${Path.extension(path)}';
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Main.execAsync(function() {
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File.saveBytes(localPath, Assets.getBytes(path));
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videoReady = true;
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