Fixed macro issue
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@@ -5,7 +5,7 @@ import flixel.math.FlxMatrix;
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import flixel.math.FlxPoint;
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import flixel.math.FlxRect;
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import flixel.system.FlxAssets.FlxGraphicAsset;
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import funkin.backend.scripting.events.PlayAnimEvent.PlayAnimContext;
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import funkin.backend.scripting.events.PlayAnimContext;
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import funkin.backend.system.interfaces.IBeatReceiver;
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import funkin.backend.system.interfaces.IOffsetCompatible;
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import funkin.backend.utils.XMLUtil.AnimData;
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@@ -19,9 +19,9 @@ enum abstract XMLAnimType(Int)
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var BEAT = 1;
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var LOOP = 2;
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public static function fromString(str:String, def:XMLAnimType = NONE)
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public static function fromString(str:String, def:XMLAnimType = XMLAnimType.NONE)
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{
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return switch (str.trim().toLowerCase())
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return switch (StringTools.trim(str).toLowerCase())
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{
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case "none": NONE;
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case "beat" | "onbeat": BEAT;
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@@ -1,7 +1,5 @@
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package funkin.backend.scripting.events;
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import funkin.backend.scripting.events.PlayAnimEvent.PlayAnimContext;
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final class DirectionAnimEvent extends CancellableEvent {
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/**
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Default animation that will be played
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@@ -0,0 +1,36 @@
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package funkin.backend.scripting.events;
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/**
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Contains all contexts possible for `PlayAnimEvent`.
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**/
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enum abstract PlayAnimContext(String) {
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/**
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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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@@ -25,39 +25,4 @@ final class PlayAnimEvent extends CancellableEvent {
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Context of the animation
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**/
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public var context:PlayAnimContext;
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}
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/**
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Contains all contexts possible for `PlayAnimEvent`.
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**/
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enum abstract PlayAnimContext(String) {
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/**
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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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@@ -7,8 +7,11 @@ import flixel.util.FlxColor;
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import funkin.backend.FunkinSprite;
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import funkin.backend.scripting.DummyScript;
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import funkin.backend.scripting.Script;
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import funkin.backend.scripting.events.*;
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import funkin.backend.scripting.events.PlayAnimEvent.PlayAnimContext;
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import funkin.backend.scripting.events.DanceEvent;
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import funkin.backend.scripting.events.DirectionAnimEvent;
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import funkin.backend.scripting.events.PlayAnimContext;
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import funkin.backend.scripting.events.PlayAnimEvent;
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import funkin.backend.scripting.events.PointEvent;
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import funkin.backend.system.Conductor;
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import funkin.backend.system.interfaces.IBeatReceiver;
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import funkin.backend.system.interfaces.IOffsetCompatible;
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@@ -65,11 +68,11 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
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return new FlxPoint(event.x, event.y);
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}
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var singAnims = ["singLEFT", "singDOWN", "singUP", "singRIGHT"];
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public function playSingAnim(direction:Int, suffix:String = "", Context:PlayAnimContext = SING, Force:Bool = true, Reversed:Bool = false, Frame:Int = 0)
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{
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var anims = ["singLEFT", "singDOWN", "singUP", "singRIGHT"];
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var event = EventManager.get(DirectionAnimEvent).recycle(anims[direction] + suffix, direction, suffix, Context, Reversed, Frame, Force);
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var event = EventManager.get(DirectionAnimEvent).recycle(singAnims[direction % singAnims.length] + suffix, direction, suffix, Context, Reversed, Frame, Force);
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script.call("onPlaySingAnim", [event]);
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if (!event.cancelled)
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playAnim(event.animName, event.force, event.context, event.reversed, event.frame);
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@@ -3,7 +3,7 @@ package funkin.game.cutscenes.dialogue;
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import flixel.addons.text.FlxTypeText;
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import flixel.sound.FlxSound;
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import funkin.backend.scripting.Script;
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import funkin.backend.scripting.events.PlayAnimEvent.PlayAnimContext;
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import funkin.backend.scripting.events.PlayAnimContext;
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import funkin.backend.scripting.events.PlayAnimEvent;
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import funkin.backend.scripting.events.dialogue.*;
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import haxe.xml.Access;
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@@ -2,6 +2,7 @@ package funkin.game.cutscenes.dialogue;
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import flixel.tweens.FlxTween;
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import funkin.backend.scripting.Script;
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import funkin.backend.scripting.events.PlayAnimContext;
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import funkin.backend.scripting.events.PlayAnimEvent;
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import funkin.backend.scripting.events.dialogue.*;
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import haxe.xml.Access;
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@@ -25,7 +25,6 @@ class Config {
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];
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public static final DISALLOW_ABSTRACT_AND_ENUM = [
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"funkin.backend.FunkinSprite", // Error: String has no field trim, Due to Func
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"funkin.backend.scripting.events.PlayAnimEvent", // Error: expected member name or ';' after declaration specifiers, Due to Func
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"funkin.backend.scripting.events.PlayAnimContext", // Error: expected member name or ';' after declaration specifiers, Due to define macro from math.h
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];
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}
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