these fucking workflow runs dude

This commit is contained in:
Frakits
2025-08-02 14:54:04 +03:00
parent 271097c081
commit ef4dd0a32f
+29 -29
View File
@@ -46,7 +46,7 @@ class PlayState extends MusicBeatState
public static var instance:PlayState = null;
/**
* SONG DATA (Chart, Metadata)
* SONG DATA (Chart, Metadata).
*/
public static var SONG:ChartData;
/**
@@ -62,7 +62,7 @@ class PlayState extends MusicBeatState
*/
public static var storyPlaylist:Array<String> = [];
/**
* The selected difficulty name
* The selected difficulty name.
*/
public static var difficulty:String = Flags.DEFAULT_DIFFICULTY;
/**
@@ -97,15 +97,15 @@ class PlayState extends MusicBeatState
*/
public static var deathCounter:Int = 0;
/**
* Game Over Song. (assets/music/gameOver.ogg)
* Game Over Song. (assets/music/gameOver.ogg).
*/
public var gameOverSong:String = Flags.DEFAULT_GAMEOVER_MUSIC;
/**
* Game Over Song. (assets/sounds/gameOverSFX.ogg)
* Game Over Song. (assets/sounds/gameOverSFX.ogg).
*/
public var lossSFX:String = Flags.DEFAULT_GAMEOVERSFX_SOUND;
/**
* Game Over End SFX, used when retrying. (assets/sounds/gameOverEnd.ogg)
* Game Over End SFX, used when retrying. (assets/sounds/gameOverEnd.ogg).
*/
public var retrySFX:String = Flags.DEFAULT_GAMEOVEREND_SOUND;
@@ -152,25 +152,25 @@ class PlayState extends MusicBeatState
public var vocals:FlxSound;
/**
* Dad character
* Dad character.
*/
public var dad(get, set):Character;
/**
* Girlfriend character
* Girlfriend character.
*/
public var gf(get, set):Character;
/**
* Boyfriend character
* Boyfriend character.
*/
public var boyfriend(get, set):Character;
/**
* Boyfriend character
* Same as boyfriend, just shorter
* Boyfriend character.
* Same as boyfriend, just shorter.
**/
public var bf(get, set):Character;
/**
* Strum line position
* Strum line position.
*/
public var strumLine:FlxObject;
/**
@@ -205,7 +205,7 @@ class PlayState extends MusicBeatState
public var cpu(get, set):StrumLine;
/**
* Note splashes container
* Note splashes container.
*/
public var splashHandler:SplashHandler;
@@ -227,15 +227,15 @@ class PlayState extends MusicBeatState
public var doIconBop:Bool = Flags.DEFAULT_ICONBOP;
/**
* Current song name (lowercase)
* Current song name (lowercase).
*/
public var curSong:String = "";
/**
* Current song name (lowercase and spaces to dashes)
* Current song name (lowercase and spaces to dashes).
*/
public var curSongID:String = "";
/**
* Current stage name
* Current stage name.
*/
public var curStage(get, set):String;
@@ -245,7 +245,7 @@ class PlayState extends MusicBeatState
public var gfSpeed(get, set):Int;
/**
* Current health. Goes from 0 to maxHealth (defaults to 2)
* Current health. Goes from 0 to maxHealth (defaults to 2).
*/
public var health(default, set):Float = 1;
@@ -259,7 +259,7 @@ class PlayState extends MusicBeatState
public var combo:Int = 0;
/**
* Whenever the misses should show "Combo Breaks" instead of "Misses"
* Whenever the misses should show "Combo Breaks" instead of "Misses".
*/
public var comboBreaks:Bool = !Options.ghostTapping;
/**
@@ -281,15 +281,15 @@ class PlayState extends MusicBeatState
public var startingSong:Bool = false;
/**
* Player's icon
* Player's icon.
*/
public var iconP1:HealthIcon;
/**
* Opponent's icon
* Opponent's icon.
*/
public var iconP2:HealthIcon;
/**
* Every active icon that will be updated during gameplay (defaults to `iconP1` and `iconP1` between `create` and `postCreate` in scripts)
* Every active icon that will be updated during gameplay (defaults to `iconP1` and `iconP1` between `create` and `postCreate` in scripts).
*/
public var iconArray:Array<HealthIcon> = [];
@@ -298,7 +298,7 @@ class PlayState extends MusicBeatState
*/
public var camHUD:HudCamera;
/**
* Camera for the game (stages, characters)
* Camera for the game (stages, characters).
*/
public var camGame:FlxCamera;
@@ -347,7 +347,7 @@ class PlayState extends MusicBeatState
public static var campaignMisses:Int = 0;
/**
* Accuracy for the current week
* Accuracy for the current week.
*/
public static var campaignAccuracy(get, never):Float;
@@ -379,7 +379,7 @@ class PlayState extends MusicBeatState
/**
* Interval of cam zooming (in conductor values).
* Example: If Interval is 1 and Beat Type is on MEASURE, it'll zoom every a measure.
* NOTE: Will set to 4 if not found any other time signatures unlike 4/4
* NOTE: Will set to 4 if not found any other time signatures unlike 4/4.
*/
public var camZoomingInterval:Float = Flags.DEFAULT_CAM_ZOOM_INTERVAL;
/**
@@ -389,7 +389,7 @@ class PlayState extends MusicBeatState
/**
* Beat type for interval of cam zooming.
* Example: If Beat Type is on STEP and Interval is 2, it'll zoom every 2 steps.
* NOTE: Will set to BEAT if not found any other time signatures unlike 4/4
* NOTE: Will set to BEAT if not found any other time signatures unlike 4/4.
*/
public var camZoomingEvery:BeatType = MEASURE;
/**
@@ -397,7 +397,7 @@ class PlayState extends MusicBeatState
*/
public var camZoomingLastBeat:Float;
/**
* How strong the cam zooms should be (defaults to 1)
* How strong the cam zooms should be (defaults to 1).
*/
public var camZoomingStrength:Float = Flags.DEFAULT_CAM_ZOOM_STRENGTH;
/**
@@ -438,16 +438,16 @@ class PlayState extends MusicBeatState
public var endCutscene:String = null;
/**
* Last rating (may be null)
* Last rating (may be null).
*/
public var curRating:ComboRating;
/**
* Timer for the start countdown
* Timer for the start countdown.
*/
public var startTimer:FlxTimer;
/**
* Remaining events
* Remaining events.
*/
public var events:Array<ChartEvent> = [];
/**
@@ -518,7 +518,7 @@ class PlayState extends MusicBeatState
* Hit window, in milliseconds. Defaults to 250ms unless changed in options.
* Base game hit window is 175ms.
*/
public var hitWindow:Float = Options.hitWindow; // is calculated in create(), is safeFrames in milliseconds
public var hitWindow:Float = Options.hitWindow; // is calculated in create(), is safeFrames in milliseconds.
@:noCompletion @:dox(hide) private var _startCountdownCalled:Bool = false;
@:noCompletion @:dox(hide) private var _endSongCalled:Bool = false;