Add modcharting features (using FunkinModchart) (#526)
Technically already in the codes but yeah
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@@ -53,6 +53,13 @@ class Note extends FlxSprite
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*/
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public var nextSustain:Note;
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/**
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* The parent of the sustain.
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*
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* If this note is not sustain, this will be null.
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*/
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public var sustainParent:Null<Note>;
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/**
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* Name of the splash.
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*/
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@@ -125,6 +132,10 @@ class Note extends FlxSprite
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for(field in Reflect.fields(noteData)) if(!DEFAULT_FIELDS.contains(field))
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this.extra.set(field, Reflect.field(noteData, field));
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// work around to set the `sustainParent`
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if (isSustainNote)
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sustainParent = prevNote.isSustainNote ? prevNote.sustainParent : prevNote;
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x += 50;
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// MAKE SURE ITS DEFINITELY OFF SCREEN?
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y -= 2000;
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@@ -39,6 +39,13 @@ class OptionsMenu extends TreeMenu {
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state: LanguageOptions
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},
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#end
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#if MODCHARTING_FEATURES
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{
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name: 'Modchart Settings >',
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desc: 'Customize your modcharting experience...',
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state: ModchartingOptions
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},
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#end
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{
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name: 'optionsTree.miscellaneous-name',
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desc: 'optionsTree.miscellaneous-desc',
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@@ -60,4 +60,4 @@ class AdvancedAppearanceOptions extends TreeMenuScreen {
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private function __changeAntialiasing() {
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FlxG.game.stage.quality = (FlxG.enableAntialiasing = Options.antialiasing) ? BEST : LOW;
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}
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}
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}
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@@ -0,0 +1,17 @@
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package funkin.options.categories;
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#if MODCHARTING_FEATURES
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class ModchartingOptions extends TreeMenuScreen {
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public override function new() {
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super("Modcharting Options", "Customize your modcharting experience.");
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add(new NumOption(
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"Hold Subdivisions",
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"Subdivides the arrow's hold/sustain tail for smoother visuals, higher values improve quality but can hurt performance",
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1, // minimum
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128, // maximum
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1, // change
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"modchartingHoldSubdivisions" // save name
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)); // callback
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}
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}
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#end
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