OH YEA BABY NEW FLXANIMATE UPDATE THAT MADE CODE 50X SIMPLER **AGAIN** 💖 /pos
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@@ -229,7 +229,8 @@ final class XMLUtil {
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animType: spr.spriteAnimType,
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x: 0,
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y: 0,
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indices: [for(i in 0...spr.frames.frames.length) i]
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indices: [for(i in 0...spr.frames.frames.length) i],
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label: false
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});
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}
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@@ -265,7 +266,8 @@ final class XMLUtil {
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animType: animType,
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x: 0,
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y: 0,
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indices: []
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indices: [],
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label: false
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};
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if (anim.has.name) animData.name = anim.att.name;
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@@ -277,6 +279,7 @@ final class XMLUtil {
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if (anim.has.loop) animData.loop = anim.att.loop == "true";
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if (anim.has.forced) animData.forced = anim.att.forced == "true";
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if (anim.has.indices) animData.indices = CoolUtil.parseNumberRange(anim.att.indices);
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if (anim.has.label) animData.label = anim.att.label == "true";
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return animData;
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}
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@@ -309,10 +312,17 @@ final class XMLUtil {
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var animateAnim = cast(sprite, FunkinSprite).anim;
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if (animData.indices != null && animData.indices.length > 0)
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animateAnim.addBySymbolIndices(animData.name, animData.anim, animData.indices, animData.fps, animData.loop);
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else
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animateAnim.addBySymbol(animData.name, animData.anim, animData.fps, animData.loop);
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if (animData.label) {
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if (animData.indices != null && animData.indices.length > 0)
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animateAnim.addByFrameLabelIndices(animData.name, animData.anim, animData.indices, animData.fps, animData.loop);
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else
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animateAnim.addByFrameLabel(animData.name, animData.anim, animData.fps, animData.loop);
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} else {
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if (animData.indices != null && animData.indices.length > 0)
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animateAnim.addBySymbolIndices(animData.name, animData.anim, animData.indices, animData.fps, animData.loop);
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else
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animateAnim.addBySymbol(animData.name, animData.anim, animData.fps, animData.loop);
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}
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} else {
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if (animData.indices != null && animData.indices.length > 0) {
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if (animData.anim == null)
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@@ -468,6 +478,7 @@ typedef AnimData = {
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var y:Float;
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var indices:Array<Int>;
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var animType:XMLAnimType;
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var label:Bool;
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var ?forced:Bool;
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}
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