Fixed macro issue
This commit is contained in:
@@ -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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