simple force event null bugfix
idk we were bored and started a liveshare Co-Authored-By: Ne_Eo <NeeEoo@users.noreply.github.com>
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@@ -28,7 +28,7 @@ final class DirectionAnimEvent extends CancellableEvent {
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**/
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public var frame:Int;
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/**
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Force the animation to replay even if it's already playing.
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Force the animation to replay even if it's already playing (if it's null it will be forced based on the sprite's data xml, if it has one).
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**/
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public var force:Bool = true;
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public var force:Null<Bool>;
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}
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@@ -102,7 +102,7 @@ final class NoteHitEvent extends CancellableEvent {
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/**
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* Whenever the animation should be forced to play (if it's null it will be forced based on the sprite's data xml, if it has one).
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*/
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public var forceAnim:Null<Bool> = true;
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public var forceAnim:Null<Bool> = null;
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/**
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* Prevents the default sing animation from being played.
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@@ -207,7 +207,7 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
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}
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public var singAnims = ["singLEFT", "singDOWN", "singUP", "singRIGHT"];
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public function playSingAnim(direction:Int, suffix:String = "", Context:PlayAnimContext = SING, ?Force:Bool = true, Reversed:Bool = false, Frame:Int = 0) {
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public function playSingAnim(direction:Int, suffix:String = "", Context:PlayAnimContext = SING, ?Force:Null<Bool> = null, Reversed:Bool = false, Frame:Int = 0) {
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var event = EventManager.get(DirectionAnimEvent).recycle(singAnims[direction % singAnims.length] + suffix, direction, suffix, Context, Reversed, Frame, Force);
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script.call("onPlaySingAnim", [event]);
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if (!event.cancelled)
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@@ -1919,7 +1919,7 @@ class PlayState extends MusicBeatState
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}
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}
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class ComboRating {
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final class ComboRating {
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public var percent:Float;
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public var rating:String;
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public var color:FlxColor;
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