accuracy pt1
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@@ -14,6 +14,14 @@ class NoteHitEvent extends CancellableEvent {
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Whenever a miss should be added.
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**/
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public var misses:Bool = true;
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/**
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Whenever a miss should be added.
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**/
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public var countAsCombo:Bool = true;
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/**
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Whenever ratings should be shown or not.
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**/
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public var showRating:Null<Bool> = null;
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/**
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* Note that has been pressed
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*/
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@@ -23,7 +31,7 @@ class NoteHitEvent extends CancellableEvent {
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*/
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public var character:Character;
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/**
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* Whenever the Character is the player
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* Whenever the Character is a player
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*/
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public var player:Bool;
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/**
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@@ -34,6 +42,14 @@ class NoteHitEvent extends CancellableEvent {
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* Suffix of the animation. "-alt" for alt notes, "" for normal ones.
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*/
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public var animSuffix:String;
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/**
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* Prefix of the rating sprite path. Defaults to "game/score/"
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*/
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public var ratingPrefix:String;
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/**
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* Suffix of the rating sprite path.
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*/
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public var ratingSuffix:String;
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/**
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* Direction of the press (0 = Left, 1 = Down, 2 = Up, 3 = Right)
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*/
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@@ -42,15 +58,42 @@ class NoteHitEvent extends CancellableEvent {
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* Score gained after note press.
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*/
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public var score:Int;
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/**
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* Accuracy gained from pressing this note. From 0 to 1. null means no accuracy is gained.
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*/
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public var accuracy:Null<Float>;
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/**
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* The amount of health that'll be gained from pressing that note. If called from `onNoteMiss`, the value will be negative.
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*/
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public var healthGain:Float;
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/**
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* Rating name. Defaults to "sick", "good", "bad" and "shit". Customisable.
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*/
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public var rating:String = "sick";
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/**
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* Scale of ratings.
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*/
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public var ratingScale:Float = 0.7;
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/**
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* Whenever antialiasing should be enabled on ratings.
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*/
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public var ratingAntialiasing:Bool = true;
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/**
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* Scale of combo numbers.
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*/
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public var numScale:Float = 0.5;
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/**
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* Whenever antialiasing should be enabled on combo number.
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*/
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public var numAntialiasing:Bool = true;
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/**
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* Creates a new NoteHitEvent.
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*/
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public function new(note:Note, character:Character, player:Bool, noteType:String, direction:Int, healthGain:Float, unmuteVocals:Bool = true, score:Int = 350, animSuffix:String = "") {
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public function new(note:Note, character:Character, player:Bool, noteType:String,
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direction:Int, healthGain:Float, unmuteVocals:Bool = true, score:Int = 350,
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animSuffix:String = "", rating:String = "sick", accuracy:Null<Float> = 1, ratingPrefix:String = "",
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ratingSuffix:String = "") {
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super();
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this.note = note;
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@@ -62,6 +105,11 @@ class NoteHitEvent extends CancellableEvent {
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this.unmuteVocals = unmuteVocals;
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this.score = score;
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this.animSuffix = animSuffix;
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this.countAsCombo = !note.isSustainNote && note.mustPress;
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this.rating = rating;
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this.accuracy = accuracy;
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this.ratingPrefix = ratingPrefix;
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this.ratingSuffix = ratingSuffix;
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}
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/**
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