From ef4dd0a32f6a5e05d6136fb0c55b6f14400d2588 Mon Sep 17 00:00:00 2001 From: Frakits Date: Sat, 2 Aug 2025 14:54:04 +0300 Subject: [PATCH] these fucking workflow runs dude --- source/funkin/game/PlayState.hx | 58 ++++++++++++++++----------------- 1 file changed, 29 insertions(+), 29 deletions(-) diff --git a/source/funkin/game/PlayState.hx b/source/funkin/game/PlayState.hx index dc112eff..0413d6f1 100644 --- a/source/funkin/game/PlayState.hx +++ b/source/funkin/game/PlayState.hx @@ -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 = []; /** - * 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 = []; @@ -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 = []; /** @@ -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;