making vslice ease get saved properly
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@@ -80,10 +80,11 @@ class VSliceParser {
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switch (event.e)
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{
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case "FocusCamera":
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var cneEase = values.ease == null || values.ease == "INSTANT" ? ["CLASSIC", null] : parseEase(values.ease);
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result.events.push({
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time: event.t,
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name: "Camera Movement",
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params: [values.char == -1 ? 2 : values.char, values.ease != "INSTANT", values.duration == null ? 4 : values.duration, values.ease == null || values.ease == "INSTANT" ? "CLASSIC" : values.ease, ""]
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params: [values.char == -1 ? 2 : values.char, values.ease != "INSTANT", values.duration == null ? 4 : values.duration, cneEase[0], cneEase[1]]
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});
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case "PlayAnimation":
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result.events.push({
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@@ -96,10 +97,11 @@ class VSliceParser {
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}, values.anim, values.force == null ? false : values.force]
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});
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case "ScrollSpeed":
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var cneEase = values.ease == null || values.ease == "INSTANT" ? ["linear", null] : parseEase(values.ease);
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result.events.push({
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time: event.t,
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name: "Scroll Speed Change", // we dont support the strumline value and also i will put the whole ease name into a single parameter since it works anyways - Nex
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params: [values.ease != "INSTANT", values.scroll == null ? 1 : values.scroll, values.duration == null ? 4 : values.duration, values.ease == null || values.ease == "INSTANT" ? "linear" : values.ease, "", values.absolute != true]
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params: [values.ease != "INSTANT", values.scroll == null ? 1 : values.scroll, values.duration == null ? 4 : values.duration, cneEase[0], cneEase[1], values.absolute != true]
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});
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case "SetCameraBop":
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result.events.push({
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@@ -108,10 +110,11 @@ class VSliceParser {
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params: [values.rate == null ? 4 : values.rate, values.intensity == null ? 1 : values.intensity]
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});
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case "ZoomCamera":
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var cneEase = values.ease == null || values.ease == "INSTANT" ? ["linear", null] : parseEase(values.ease);
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result.events.push({
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time: event.t,
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name: "Camera Zoom", // we dont support the direct mode since welp, its kind of useless here - Nex
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params: [values.ease != "INSTANT", values.zoom == null ? 1 : values.zoom, "camGame", values.duration == null ? 4 : values.duration, values.ease == null || values.ease == "INSTANT" ? "linear" : values.ease, "", false]
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params: [values.ease != "INSTANT", values.zoom == null ? 1 : values.zoom, "camGame", values.duration == null ? 4 : values.duration, cneEase[0], cneEase[1], false]
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});
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}
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}
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@@ -260,13 +263,17 @@ class VSliceParser {
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};
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return result;
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return null;
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}
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public static function encodeChart(chart:ChartData):NewSwagSong {
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// TO DO
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return null;
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}
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public static function parseEase(vsliceEase:String):Array<String> {
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for (key in ['InOut', 'In', 'Out']) if (vsliceEase.endsWith(key)) return [vsliceEase.substr(0, vsliceEase.length - key.length), key];
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return [vsliceEase];
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}
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}
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// METADATA STRUCTURES
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@@ -1452,11 +1452,11 @@ class PlayState extends MusicBeatState
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if (event.params[1] == false) {
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moveCamera();
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FlxG.camera.snapToTarget();
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} else if (event.params[3] != null && event.params[3] != "CLASSIC") {
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} else if (event.params[3] != null && event.params[3] != "CLASSIC") { // making more nullchecks in this event because of the default save value being false - Nex
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moveCamera(); // i feel like i shouldnt nullify the camera target or else is gonna be annoying when scripts cancel the tween with setting back the target onComplete - Nex
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var followPos:FlxPoint = camFollow.getPosition() - FlxPoint.weak(FlxG.camera.width * 0.5, FlxG.camera.height * 0.5);
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eventsTween.set("cameraMovement", FlxTween.tween(FlxG.camera.scroll, {x: followPos.x, y: followPos.y}, (Conductor.stepCrochet / 1000) * event.params[2], {ease: CoolUtil.flxeaseFromString(event.params[3], event.params[4])}));
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followPos.put();
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eventsTween.set("cameraMovement", FlxTween.tween(FlxG.camera.scroll, {x: camFollow.x - FlxG.camera.width * 0.5, y: camFollow.y - FlxG.camera.height * 0.5},
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(Conductor.stepCrochet / 1000) * (event.params[2] == null ? 4 : event.params[2]), {ease: CoolUtil.flxeaseFromString(event.params[3], event.params[4])})
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);
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}
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}
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case "Add Camera Zoom":
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