moddable game over i think
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@@ -0,0 +1,30 @@
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package funkin.backend.scripting.events;
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import funkin.game.Character;
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final class GameOverEvent extends CancellableEvent {
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/**
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* Character which died. Default to `boyfriend`.
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*/
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public var character:Character;
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/**
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* Character ID (name) for game over. Default to whatever is specified in the character's XML.
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*/
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public var deathCharID:String;
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/**
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* Song for the game over screen. Default to `this.gameOverSong` (`gameOver`)
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*/
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public var gameOverSong:String;
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/**
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* SFX at the beginning of the game over (Mic drop). Default to `this.lossSFX` (`gameOverSFX`)
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*/
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public var lossSFX:String;
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/**
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* SFX played whenever the player retries. Defaults to `retrySFX` (`gameOverEnd`)
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*/
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public var retrySFX:String;
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}
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@@ -1243,11 +1243,15 @@ class PlayState extends MusicBeatState
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* @param retrySFX SFX played whenever the player retries. Defaults to `retrySFX` (`gameOverEnd`)
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*/
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public function gameOver(?character:Character, ?deathCharID:String, ?gameOverSong:String, ?lossSFX:String, ?retrySFX:String) {
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character = character.getDefault(opponentMode ? dad : boyfriend);
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deathCharID = deathCharID.getDefault(character != null ? character.gameOverCharacter : "bf-dead");
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gameOverSong = gameOverSong.getDefault(this.gameOverSong);
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lossSFX = lossSFX.getDefault(this.lossSFX);
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retrySFX = retrySFX.getDefault(this.retrySFX);
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var event:GameOverEvent = scripts.event("onGameOver", EventManager.get(GameOverEvent).recycle(
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character.getDefault(opponentMode ? dad : boyfriend),
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deathCharID.getDefault(character != null ? character.gameOverCharacter : "bf-dead"),
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gameOverSong.getDefault(this.gameOverSong),
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lossSFX.getDefault(this.lossSFX),
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retrySFX.getDefault(this.retrySFX)
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));
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if (event.cancelled) return;
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if (character != null)
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character.stunned = true;
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@@ -1261,6 +1265,8 @@ class PlayState extends MusicBeatState
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FlxG.sound.music.stop();
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openSubState(new GameOverSubstate(character == null ? 0 : character.x, character == null ? 0 : character.y, deathCharID, character != null ? character.isPlayer : true, gameOverSong, lossSFX, retrySFX));
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scripts.event("onGameOver", event);
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}
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/**
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