change cleaning + orangize a little more
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@@ -357,15 +357,6 @@ class CharacterEditor extends UIState {
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button.anim
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]);
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// clean
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if (charXML.exists("gameOverChar") && character.gameOverCharacter == "bf-dead") charXML.remove("gameOverChar");
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if (charXML.exists("camx") && character.cameraOffset.x == 0) charXML.remove("camx");
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if (charXML.exists("camy") && character.cameraOffset.y == 0) charXML.remove("camy");
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if (charXML.exists("holdTime") && character.holdTime == 4) charXML.remove("holdTime");
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if (charXML.exists("flipX") && !character.flipX) charXML.remove("flipX");
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if (charXML.exists("scale") && character.scale.x == 1) charXML.remove("scale");
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if (charXML.exists("antialiasing") && character.antialiasing) charXML.remove("antialiasing");
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return "<!DOCTYPE codename-engine-character>\n" + Printer.print(charXML, true);
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}
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@@ -39,7 +39,7 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
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public var icon:String = null;
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public var iconColor:Null<FlxColor> = null;
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public var gameOverCharacter:String = "bf-dead";
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public var gameOverCharacter:String = Character.FALLBACK_DEAD_CHARACTER;
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public var cameraOffset:FlxPoint = FlxPoint.get();
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public var globalOffset:FlxPoint = FlxPoint.get();
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@@ -301,23 +301,23 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
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var xml:Xml = Xml.createElement("character");
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xml.attributeOrder = characterProperties.copy();
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xml.set("x", Std.string(FlxMath.roundDecimal(globalOffset.x, 2)));
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xml.set("y", Std.string(FlxMath.roundDecimal(globalOffset.y, 2)));
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if (globalOffset.x != 0) xml.set("x", Std.string(FlxMath.roundDecimal(globalOffset.x, 2)));
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if (globalOffset.y != 0) xml.set("y", Std.string(FlxMath.roundDecimal(globalOffset.y, 2)));
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xml.set("camx", Std.string(FlxMath.roundDecimal(cameraOffset.x, 2)));
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xml.set("camy", Std.string(FlxMath.roundDecimal(cameraOffset.y, 2)));
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if (cameraOffset.x != 0) xml.set("camx", Std.string(FlxMath.roundDecimal(cameraOffset.x, 2)));
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if (cameraOffset.y != 0) xml.set("camy", Std.string(FlxMath.roundDecimal(cameraOffset.y, 2)));
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xml.set("holdTime", Std.string(FlxMath.roundDecimal(holdTime, 4)));
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if (holdTime != 4) xml.set("holdTime", Std.string(FlxMath.roundDecimal(holdTime, 4)));
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xml.set("flipX", Std.string(flipX));
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if (flipX) xml.set("flipX", Std.string(flipX));
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xml.set("icon", getIcon());
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xml.set("gameOverChar", gameOverCharacter);
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if (gameOverCharacter != Character.FALLBACK_DEAD_CHARACTER) xml.set("gameOverChar", gameOverCharacter);
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if (iconColor != null) xml.set("color", iconColor.toWebString());
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xml.set("sprite", sprite);
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xml.set("scale", Std.string(FlxMath.roundDecimal(scale.x, 4)));
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xml.set("antialiasing", antialiasing == true ? "true" : "false");
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if (scale.x != 1) xml.set("scale", Std.string(FlxMath.roundDecimal(scale.x, 4)));
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if (!antialiasing) xml.set("antialiasing", antialiasing == true ? "true" : "false");
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xml.set("isPlayer", playerOffsets == true ? "true" : "false");
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@@ -378,6 +378,7 @@ class Character extends FunkinSprite implements IBeatReceiver implements IOffset
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public static var FALLBACK_CHARACTER:String = "bf";
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public static var FALLBACK_DEAD_CHARACTER:String = "bf-dead";
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public static function getXMLFromCharName(character:OneOfTwo<String, Character>):Access {
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var char:Character = null;
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if (character is Character) {
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@@ -36,7 +36,7 @@ class GameOverSubstate extends MusicBeatSubstate
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public var lossSFX:FlxSound;
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public function new(x:Float, y:Float, character:String = "bf-dead", player:Bool = true, gameOverSong:String = "gameOver", lossSFX:String = "gameOverSFX", retrySFX:String = "gameOverEnd")
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public function new(x:Float, y:Float, character:String = Character.FALLBACK_DEAD_CHARACTER, player:Bool = true, gameOverSong:String = "gameOver", lossSFX:String = "gameOverSFX", retrySFX:String = "gameOverEnd")
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{
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super();
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this.x = x;
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@@ -1389,7 +1389,7 @@ class PlayState extends MusicBeatState
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charToUse == null ? 0 : charToUse.x,
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charToUse == null ? 0 : charToUse.y,
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charToUse,
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deathCharID.getDefault(charToUse != null ? charToUse.gameOverCharacter : "bf-dead"),
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deathCharID.getDefault(charToUse != null ? charToUse.gameOverCharacter : Character.FALLBACK_DEAD_CHARACTER),
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charToUse != null ? charToUse.isPlayer : true,
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gameOverSong.getDefault(this.gameOverSong),
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lossSFX.getDefault(this.lossSFX),
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