Merge branch 'new-editors' into zoro-charterstuffs
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@@ -64,7 +64,7 @@ class HScript extends Script {
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}
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private function importFailedCallback(cl:Array<String>):Bool {
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if(_importFailedCallback(cl, "") || _importFailedCallback(cl, "source/")) {
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if(_importFailedCallback(cl, "source/") || _importFailedCallback(cl, "")) {
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return true;
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}
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return false;
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@@ -283,7 +283,7 @@ class Script extends FlxBasic implements IFlxDestroyable {
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public function get(variable:String):Dynamic {return null;}
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/**
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* Gets the variable `variable` from the script's variables.
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* Sets the variable `variable` from the script's variables.
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* @param variable Name of the variable.
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* @return Variable (or null if it doesn't exists)
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*/
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@@ -26,7 +26,7 @@ final class DirectionAnimEvent extends CancellableEvent {
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**/
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public var frame:Int;
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/**
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Force the animation to replay even if it's already playing.
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Force the animation to replay even if it's already playing (if it's null it will be forced based on the sprite's data xml, if it has one).
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**/
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public var force:Bool = true;
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public var force:Null<Bool>;
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}
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@@ -100,9 +100,9 @@ final class NoteHitEvent extends CancellableEvent {
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*/
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public var ratingAntialiasing:Bool = true;
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/**
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* Whenever the animation should be forced to play.
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* Whenever the animation should be forced to play (if it's null it will be forced based on the sprite's data xml, if it has one).
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*/
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public var forceAnim:Bool = true;
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public var forceAnim:Null<Bool> = true;
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/**
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* Prevents the default sing animation from being played.
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@@ -29,9 +29,9 @@ final class NoteMissEvent extends CancellableEvent {
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public var gfSadAnim:String;
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public var forceGfAnim:Bool;
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/**
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* Whenever the animation should be forced to play.
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* Whenever the animation should be forced to play (if it's null it will be forced based on the sprite's data xml, if it has one).
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*/
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public var forceAnim:Bool;
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public var forceAnim:Null<Bool>;
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/**
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* Suffix of the animation. "miss" for miss notes, "-alt" for alt notes, "" for normal ones.
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*/
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@@ -7,9 +7,9 @@ final class PlayAnimEvent extends CancellableEvent {
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public var animName:String;
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/**
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Whenever the animation will be forced or not.
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Whenever the animation will be forced or not (if it's null it will be forced based on the sprite's data xml, if it has one).
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**/
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public var force:Bool;
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public var force:Null<Bool>;
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/**
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Whenever the animation will play in reverse or not
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