new stuff
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@@ -3,10 +3,10 @@
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<!-- tankman actually have player offsets !-->
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<character isPlayer="true" flipX="true" x="0" y="180" camx="0">
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<anim name="idle" anim="Tankman Idle Dance instance 100" fps="24" loop="false" x="0" y="0" />
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<anim name="singRIGHT" anim="Tankman Right Note instance 1000" fps="24" loop="true" x="-1" y="-7" />
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<anim name="singDOWN" anim="Tankman DOWN note instance 1000" fps="24" loop="true" x="98" y="-90" />
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<anim name="singUP" anim="Tankman UP note instance 1000" fps="24" loop="true" x="24" y="56" />
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<anim name="singLEFT" anim="Tankman Note Left instance 1000" fps="24" loop="true" x="100" y="-14" />
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<anim name="singRIGHT" anim="Tankman Right Note instance 1000" fps="24" loop="false" x="-1" y="-7" />
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<anim name="singDOWN" anim="Tankman DOWN note instance 1000" fps="24" loop="false" x="98" y="-90" />
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<anim name="singUP" anim="Tankman UP note instance 1000" fps="24" loop="false" x="24" y="56" />
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<anim name="singLEFT" anim="Tankman Note Left instance 1000" fps="24" loop="false" x="100" y="-14" />
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<!-- Heh! Pretty Good! -->
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<anim name="singDOWN-alt" anim="PRETTY GOOD tankman instance 100" fps="24" loop="false" x="98" y="-90" />
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+1
-1
@@ -1 +1 @@
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1873
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1874
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@@ -246,6 +246,9 @@ class Character extends FlxSprite implements IBeatReceiver implements IOffsetCom
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dance();
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case DANCE:
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dance();
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case LOCK:
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if (animation.curAnim == null)
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dance();
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default:
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if (animation.curAnim == null || animation.curAnim.finished)
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dance();
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@@ -47,6 +47,8 @@ class Script extends FlxBasic implements IFlxDestroyable {
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"FlxTypeText" => flixel.addons.text.FlxTypeText,
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"FlxText" => flixel.text.FlxText,
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"FlxTimer" => flixel.util.FlxTimer,
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"FlxPoint" => CoolUtil.getMacroAbstractClass("flixel.math.FlxPoint"),
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"FlxAxes" => CoolUtil.getMacroAbstractClass("flixel.util.FlxAxes"),
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// Engine related stuff
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"engine" => {
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@@ -57,6 +59,8 @@ class Script extends FlxBasic implements IFlxDestroyable {
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"ModSubState" => funkin.scripting.ModSubState,
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"PlayState" => funkin.game.PlayState,
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"GameOverSubstate" => funkin.game.GameOverSubstate,
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"HealthIcon" => funkin.game.HealthIcon,
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"HudCamera" => funkin.game.HudCamera,
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"Note" => funkin.game.Note,
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"Strum" => funkin.game.Strum,
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"Character" => funkin.game.Character,
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@@ -42,22 +42,32 @@ class PlayAnimEvent extends CancellableEvent {
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@:enum
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abstract PlayAnimContext(String) {
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/**
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No context was given for the animation
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No context was given for the animation.
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The character won't dance until the animation is finished
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**/
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var NONE = null;
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/**
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Whenever a note is hit and a sing animation will be played.
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The character will only dance after their holdTime is reached.
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**/
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var SING = "SING";
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/**
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Whenever a dance animation is played.
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The character's dancing wont be blocked.
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**/
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var DANCE = "DANCE";
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/**
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Whenever a note is missed and a miss animation will be played.
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Only for scripting, since it has the same effects as SING.
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**/
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var MISS = "MISS";
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/**
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Locks the character's animation.
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Prevents the character from dancing, even if the animation ended.
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**/
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var LOCK = "LOCK";
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}
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@@ -351,4 +351,11 @@ class CoolUtil
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spr.antialiasing = FlxSprite.defaultAntialiasing;
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spr.rotOffset.set();
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}
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/**
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* Gets the macro class created by hscript-improved for an abstract / enum
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*/
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public static function getMacroAbstractClass(className:String) {
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return Type.resolveClass('${className}_HSC');
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}
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}
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