slightly bigger scriptable hit window
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@@ -403,6 +403,12 @@ class PlayState extends MusicBeatState
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*/
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public var noteTypesArray:Array<String> = [null];
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/**
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* Hit window, in milliseconds. Defaults to 250ms unless changed in options.
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* Base game hit window is 175ms.
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*/
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public var hitWindow:Float = Options.hitWindow; // is calculated in create(), is safeFrames in milliseconds
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@:dox(hide)
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var __vocalOffsetViolation:Float = 0;
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@@ -1265,10 +1271,10 @@ class PlayState extends MusicBeatState
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if (event.__updateHitWindow) {
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if (daNote.mustPress)
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{
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daNote.canBeHit = (daNote.strumTime > Conductor.songPosition - (Conductor.safeZoneOffset * daNote.latePressWindow)
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&& daNote.strumTime < Conductor.songPosition + (Conductor.safeZoneOffset * daNote.earlyPressWindow));
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daNote.canBeHit = (daNote.strumTime > Conductor.songPosition - (hitWindow * daNote.latePressWindow)
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&& daNote.strumTime < Conductor.songPosition + (hitWindow * daNote.earlyPressWindow));
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if (daNote.strumTime < Conductor.songPosition - Conductor.safeZoneOffset && !daNote.wasGoodHit)
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if (daNote.strumTime < Conductor.songPosition - hitWindow && !daNote.wasGoodHit)
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daNote.tooLate = true;
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}
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else
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@@ -1500,19 +1506,19 @@ class PlayState extends MusicBeatState
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var score:Int = 300;
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var accuracy:Float = 1;
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if (noteDiff > Conductor.safeZoneOffset * 0.9)
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if (noteDiff > hitWindow * 0.9)
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{
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daRating = 'shit';
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score = 50;
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accuracy = 0.25;
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}
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else if (noteDiff > Conductor.safeZoneOffset * 0.75)
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else if (noteDiff > hitWindow * 0.75)
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{
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daRating = 'bad';
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score = 100;
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accuracy = 0.45;
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}
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else if (noteDiff > Conductor.safeZoneOffset * 0.2)
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else if (noteDiff > hitWindow * 0.2)
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{
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daRating = 'good';
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score = 200;
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