these fucking workflow runs dude
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@@ -46,7 +46,7 @@ class PlayState extends MusicBeatState
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public static var instance:PlayState = null;
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/**
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* SONG DATA (Chart, Metadata)
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* SONG DATA (Chart, Metadata).
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*/
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public static var SONG:ChartData;
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/**
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@@ -62,7 +62,7 @@ class PlayState extends MusicBeatState
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*/
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public static var storyPlaylist:Array<String> = [];
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/**
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* The selected difficulty name
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* The selected difficulty name.
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*/
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public static var difficulty:String = Flags.DEFAULT_DIFFICULTY;
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/**
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@@ -97,15 +97,15 @@ class PlayState extends MusicBeatState
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*/
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public static var deathCounter:Int = 0;
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/**
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* Game Over Song. (assets/music/gameOver.ogg)
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* Game Over Song. (assets/music/gameOver.ogg).
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*/
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public var gameOverSong:String = Flags.DEFAULT_GAMEOVER_MUSIC;
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/**
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* Game Over Song. (assets/sounds/gameOverSFX.ogg)
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* Game Over Song. (assets/sounds/gameOverSFX.ogg).
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*/
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public var lossSFX:String = Flags.DEFAULT_GAMEOVERSFX_SOUND;
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/**
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* Game Over End SFX, used when retrying. (assets/sounds/gameOverEnd.ogg)
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* Game Over End SFX, used when retrying. (assets/sounds/gameOverEnd.ogg).
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*/
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public var retrySFX:String = Flags.DEFAULT_GAMEOVEREND_SOUND;
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@@ -152,25 +152,25 @@ class PlayState extends MusicBeatState
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public var vocals:FlxSound;
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/**
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* Dad character
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* Dad character.
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*/
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public var dad(get, set):Character;
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/**
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* Girlfriend character
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* Girlfriend character.
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*/
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public var gf(get, set):Character;
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/**
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* Boyfriend character
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* Boyfriend character.
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*/
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public var boyfriend(get, set):Character;
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/**
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* Boyfriend character
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* Same as boyfriend, just shorter
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* Boyfriend character.
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* Same as boyfriend, just shorter.
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**/
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public var bf(get, set):Character;
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/**
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* Strum line position
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* Strum line position.
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*/
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public var strumLine:FlxObject;
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/**
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@@ -205,7 +205,7 @@ class PlayState extends MusicBeatState
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public var cpu(get, set):StrumLine;
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/**
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* Note splashes container
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* Note splashes container.
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*/
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public var splashHandler:SplashHandler;
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@@ -227,15 +227,15 @@ class PlayState extends MusicBeatState
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public var doIconBop:Bool = Flags.DEFAULT_ICONBOP;
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/**
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* Current song name (lowercase)
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* Current song name (lowercase).
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*/
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public var curSong:String = "";
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/**
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* Current song name (lowercase and spaces to dashes)
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* Current song name (lowercase and spaces to dashes).
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*/
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public var curSongID:String = "";
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/**
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* Current stage name
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* Current stage name.
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*/
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public var curStage(get, set):String;
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@@ -245,7 +245,7 @@ class PlayState extends MusicBeatState
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public var gfSpeed(get, set):Int;
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/**
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* Current health. Goes from 0 to maxHealth (defaults to 2)
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* Current health. Goes from 0 to maxHealth (defaults to 2).
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*/
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public var health(default, set):Float = 1;
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@@ -259,7 +259,7 @@ class PlayState extends MusicBeatState
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public var combo:Int = 0;
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/**
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* Whenever the misses should show "Combo Breaks" instead of "Misses"
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* Whenever the misses should show "Combo Breaks" instead of "Misses".
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*/
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public var comboBreaks:Bool = !Options.ghostTapping;
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/**
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@@ -281,15 +281,15 @@ class PlayState extends MusicBeatState
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public var startingSong:Bool = false;
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/**
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* Player's icon
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* Player's icon.
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*/
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public var iconP1:HealthIcon;
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/**
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* Opponent's icon
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* Opponent's icon.
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*/
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public var iconP2:HealthIcon;
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/**
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* Every active icon that will be updated during gameplay (defaults to `iconP1` and `iconP1` between `create` and `postCreate` in scripts)
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* Every active icon that will be updated during gameplay (defaults to `iconP1` and `iconP1` between `create` and `postCreate` in scripts).
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*/
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public var iconArray:Array<HealthIcon> = [];
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@@ -298,7 +298,7 @@ class PlayState extends MusicBeatState
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*/
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public var camHUD:HudCamera;
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/**
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* Camera for the game (stages, characters)
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* Camera for the game (stages, characters).
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*/
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public var camGame:FlxCamera;
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@@ -347,7 +347,7 @@ class PlayState extends MusicBeatState
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public static var campaignMisses:Int = 0;
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/**
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* Accuracy for the current week
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* Accuracy for the current week.
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*/
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public static var campaignAccuracy(get, never):Float;
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@@ -379,7 +379,7 @@ class PlayState extends MusicBeatState
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/**
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* Interval of cam zooming (in conductor values).
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* Example: If Interval is 1 and Beat Type is on MEASURE, it'll zoom every a measure.
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* NOTE: Will set to 4 if not found any other time signatures unlike 4/4
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* NOTE: Will set to 4 if not found any other time signatures unlike 4/4.
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*/
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public var camZoomingInterval:Float = Flags.DEFAULT_CAM_ZOOM_INTERVAL;
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/**
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@@ -389,7 +389,7 @@ class PlayState extends MusicBeatState
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/**
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* Beat type for interval of cam zooming.
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* Example: If Beat Type is on STEP and Interval is 2, it'll zoom every 2 steps.
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* NOTE: Will set to BEAT if not found any other time signatures unlike 4/4
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* NOTE: Will set to BEAT if not found any other time signatures unlike 4/4.
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*/
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public var camZoomingEvery:BeatType = MEASURE;
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/**
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@@ -397,7 +397,7 @@ class PlayState extends MusicBeatState
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*/
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public var camZoomingLastBeat:Float;
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/**
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* How strong the cam zooms should be (defaults to 1)
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* How strong the cam zooms should be (defaults to 1).
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*/
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public var camZoomingStrength:Float = Flags.DEFAULT_CAM_ZOOM_STRENGTH;
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/**
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@@ -438,16 +438,16 @@ class PlayState extends MusicBeatState
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public var endCutscene:String = null;
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/**
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* Last rating (may be null)
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* Last rating (may be null).
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*/
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public var curRating:ComboRating;
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/**
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* Timer for the start countdown
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* Timer for the start countdown.
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*/
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public var startTimer:FlxTimer;
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/**
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* Remaining events
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* Remaining events.
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*/
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public var events:Array<ChartEvent> = [];
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/**
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@@ -518,7 +518,7 @@ class PlayState extends MusicBeatState
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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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public var hitWindow:Float = Options.hitWindow; // is calculated in create(), is safeFrames in milliseconds.
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@:noCompletion @:dox(hide) private var _startCountdownCalled:Bool = false;
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@:noCompletion @:dox(hide) private var _endSongCalled:Bool = false;
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