a few little FreeplayState tidying perhaps
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@@ -1580,23 +1580,26 @@ class FreeplayState extends MusicBeatSubState
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tryOpenCharSelect();
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}
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if (controls.FREEPLAY_FAVORITE && controls.active)
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{
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favoriteSong();
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}
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if (controls.FREEPLAY_FAVORITE && controls.active) favoriteSong();
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if (controls.FREEPLAY_JUMP_TO_TOP && controls.active)
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{
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changeSelection(-curSelected);
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}
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if (controls.FREEPLAY_JUMP_TO_TOP && controls.active) changeSelection(-curSelected);
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if (controls.FREEPLAY_JUMP_TO_BOTTOM && controls.active)
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{
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changeSelection(grpCapsules.countLiving() - curSelected - 1);
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}
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if (controls.FREEPLAY_JUMP_TO_BOTTOM && controls.active) changeSelection(grpCapsules.countLiving() - curSelected - 1);
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lerpScore = MathUtil.snap(MathUtil.smoothLerpPrecision(lerpScore, intendedScore, elapsed, 0.2), intendedScore, 1);
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lerpCompletion = MathUtil.snap(MathUtil.smoothLerpPrecision(lerpCompletion, intendedCompletion, elapsed, 0.5), intendedCompletion, 1 / 100);
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calculateCompletion();
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handleInputs(elapsed);
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if (dj != null) FlxG.watch.addQuick('dj-anim', dj.getCurrentAnimation());
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// If the allowPicoBulletsVibration is true, trigger vibration each update (for pico shooting bullets animation).
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if (allowPicoBulletsVibration) HapticUtil.vibrate(0, 0.01, Constants.MAX_VIBRATION_AMPLITUDE / 3);
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}
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function calculateCompletion():Void
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{
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lerpScore = MathUtil.snap(MathUtil.smoothLerpPrecision(lerpScore, intendedScore, FlxG.elapsed, 0.2), intendedScore, 1);
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lerpCompletion = MathUtil.snap(MathUtil.smoothLerpPrecision(lerpCompletion, intendedCompletion, FlxG.elapsed, 0.5), intendedCompletion, 1 / 100);
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if (Math.isNaN(lerpScore))
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{
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@@ -1627,13 +1630,6 @@ class FreeplayState extends MusicBeatSubState
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default:
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txtCompletion.offset.x = 0;
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}
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handleInputs(elapsed);
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if (dj != null) FlxG.watch.addQuick('dj-anim', dj.getCurrentAnimation());
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// If the allowPicoBulletsVibration is true, trigger vibration each update (for pico shooting bullets animation).
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if (allowPicoBulletsVibration) HapticUtil.vibrate(0, 0.01, Constants.MAX_VIBRATION_AMPLITUDE / 3);
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}
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var _dragOffset:Float = 0;
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