even more typo fixes
This commit is contained in:
@@ -420,7 +420,7 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
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* @param autoPlay Whether to play the sound immediately or wait for a `play()` call.
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* @param persist Whether to keep this `FunkinSound` between states, or destroy it.
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* @param onComplete Called when the sound finished playing.
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* @param onLoad Called when the sound finished loading. Called immediately for succesfully loaded embedded sounds.
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* @param onLoad Called when the sound finished loading. Called immediately for successfully loaded embedded sounds.
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* @param important If `true`, the sound channel will forcefully be added onto the channel array, even if full. Use sparingly!
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* @return A `FunkinSound` object, or `null` if the sound could not be loaded.
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*/
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@@ -88,7 +88,7 @@ class PolygonSpectogram extends MeshRender
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var funnyPixels:Int = Std.int(daHeight * detail); // sorta redundant but just need it for different var...
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if (prevAudioData == audioData.subarray(startSample, startSample + samplesToGen)) return; // optimize / finish funciton here, no need to re-render
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if (prevAudioData == audioData.subarray(startSample, startSample + samplesToGen)) return; // optimize / finish function here, no need to re-render
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prevAudioData = audioData.subarray(startSample, samplesToGen);
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@@ -181,7 +181,7 @@ class WaveformData
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}
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/**
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* Create a new WaveformData whose data represents the two waveforms overlayed.
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* Create a new WaveformData whose data represents the two waveforms overlaid.
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*/
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public function merge(that:WaveformData):WaveformData
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{
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@@ -17,7 +17,7 @@ abstract SongEventSchema(SongEventSchemaRaw)
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* Retrieve a SongEventSchemaField by name. This works even if the field is inside a Frame.
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* You can use array access to call this function; `schema["field_name"]`
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*
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* @param name The name of the field to retreive.
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* @param name The name of the field to retrieve.
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* @return The retrieved field, or null if not found.
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*/
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@:arrayAccess
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@@ -6,7 +6,7 @@ import funkin.data.animation.AnimationData;
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class PlayerData
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{
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/**
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* The sematic version number of the player data JSON format.
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* The semantic version number of the player data JSON format.
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* Supports fancy comparisons like NPM does it's neat.
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*/
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@:default(funkin.data.freeplay.player.PlayerRegistry.PLAYER_DATA_VERSION)
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@@ -2,7 +2,7 @@ package funkin.data.song.importer;
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/**
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* Structure of a parsed Osu!Mania .osu file
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* Stuctured like a INI file format by CSV for HitObjects and more
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* Structured like a INI file format by CSV for HitObjects and more
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*/
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typedef OsuManiaData =
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{
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@@ -433,7 +433,7 @@ class StepManiaImporter
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result = pushWorking(workingDiff, result);
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}
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// Syncronize timing points with StepStops
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// Synchronize timing points with StepStops
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result.TimingPoints = synchronizeStepTimingPoints(result.Stops, result.TimingPoints);
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return result;
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@@ -6,7 +6,7 @@ import funkin.data.animation.AnimationData;
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class StageData
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{
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/**
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* The sematic version number of the stage data JSON format.
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* The semantic version number of the stage data JSON format.
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* Supports fancy comparisons like NPM does it's neat.
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*/
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@:default(funkin.data.stage.StageRegistry.STAGE_DATA_VERSION)
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@@ -7,7 +7,7 @@ import flixel.system.FlxAssets.FlxGraphicAsset;
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import flixel.math.FlxPoint;
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/**
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* An offshoot of FlxTrail, but accomodates the way Funkin
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* An offshoot of FlxTrail, but accommodates the way Funkin
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* does offsets for characters. example, fixes Spirits trail
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*/
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@:nullSafety
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+1
-1
@@ -8,7 +8,7 @@ package funkin.external.apple;
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extern class KeyboardUtil
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{
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/**
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* Retrieves wether a hardware keyboard is connected to the device.
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* Retrieves whether a hardware keyboard is connected to the device.
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*
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* Works on iOS 16.4 and later.
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*
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@@ -1712,7 +1712,7 @@ class FunkinAction extends FlxActionDigital
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/**
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* Since, in many cases multiple actions should use similar keys, we don't want the
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* rebinding UI to list every action. ActionBinders are what the user percieves as
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* rebinding UI to list every action. ActionBinders are what the user perceives as
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* an input so, for instance, they can't set jump-press and jump-release to different keys.
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*/
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enum Control
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@@ -87,13 +87,13 @@ class FunkinButton extends FunkinSprite implements IFlxInput
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public var deadZones:Array<FunkinSprite> = [];
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/**
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* Whether the button should be released if you swiped over somwhere else.
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* Whether the button should be released if you swiped over somewhere else.
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*/
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public var limitToBounds:Bool = true;
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/**
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* A radius for circular buttons.
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* If this radius is larger than 0 then the overlap check will look if the touch point is inside this raius.
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* If this radius is larger than 0 then the overlap check will look if the touch point is inside this radius.
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*/
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public var radius:Float = 0;
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@@ -41,7 +41,7 @@ class FunkinHint extends FunkinButton
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* Each style is represented as a key with an associated array of two alpha values:
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* - The first value corresponds to the alpha when the hint is pressed.
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* - The second value corresponds to the alpha when the hint is not pressed.
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* - The third value corresponds to the duratuon it'll take to tween between the two values.
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* - The third value corresponds to the duration it'll take to tween between the two values.
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*/
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static final HINT_ALPHA_STYLE:Map<FunkinHintAlphaStyle, Array<Float>> = [
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INVISIBLE_TILL_PRESS => [0.3, 0.00001, 0.01],
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@@ -36,7 +36,7 @@ class GameOverSubState extends MusicBeatSubState
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{
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/**
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* The currently active GameOverSubState.
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* There should be only one GameOverSubState in existance at a time, we can use a singleton.
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* There should be only one GameOverSubState in existence at a time, we can use a singleton.
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*/
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public static var instance:Null<GameOverSubState> = null;
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@@ -173,7 +173,7 @@ class PlayState extends MusicBeatSubState
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*/
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/**
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* The currently active PlayState.
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* There should be only one PlayState in existance at a time, we can use a singleton.
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* There should be only one PlayState in existence at a time, we can use a singleton.
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*/
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public static var instance:Null<PlayState>;
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@@ -1164,11 +1164,11 @@ class PlayState extends MusicBeatSubState
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}
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// Lime has some precision loss when getting the sound current position
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// Since the notes scrolling is dependant on the sound time that caused it to appear "stuttery" for some people
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// Since the notes scrolling is dependent on the sound time that caused it to appear "stuttery" for some people
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// As a workaround for that, we lerp the conductor position to the music time to fill the gap in this lost precision making the scrolling smoother
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// The previous method where it "guessed" the song position based on the elapsed time had some flaws
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// Sometimes the songPosition would exceed the music length causing issues in other places
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// And it was frame dependant which we don't like!!
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// And it was frame dependent which we don't like!!
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if (FlxG.sound.music.playing)
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{
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final audioDiff:Float = Math.round(Math.abs(FlxG.sound.music.time - (Conductor.instance.songPosition - Conductor.instance.combinedOffset)));
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@@ -1154,7 +1154,7 @@ typedef ResultsStateParams =
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var scoreData:SaveScoreData;
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/**
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* The previous score data, used for rank comparision.
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* The previous score data, used for rank comparison.
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*/
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var ?prevScoreData:SaveScoreData;
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@@ -112,7 +112,7 @@ class SustainTrail extends FlxSprite
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public var bottomClip:Float = 0.9;
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/**
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* Whether the note will recieve custom vertex data
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* Whether the note will receive custom vertex data
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*/
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public var customVertexData:Bool = false;
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@@ -68,7 +68,7 @@ class Save implements ConsoleClass
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this.data = data ??= Save.getDefaultData();
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// Build macro will inject SaveProperty initialization here automatically
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// Make sure the verison number is up to date before we flush.
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// Make sure the version number is up to date before we flush.
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updateVersionToLatest();
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}
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@@ -80,7 +80,7 @@ class Save implements ConsoleClass
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#end
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return {
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// Version number is an abstract(Array) internally.
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// This means it copies by reference, so merging save data overides the version number lol.
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// This means it copies by reference, so merging save data overrides the version number lol.
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version: thx.Dynamics.clone(Save.SAVE_DATA_VERSION),
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volume: 1.0,
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mute: false,
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@@ -950,7 +950,7 @@ class Save implements ConsoleClass
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}
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/**
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* An anonymous structure containingg all the user's save data.
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* An anonymous structure containing all the user's save data.
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* Isn't stored with JSON, stored with some sort of Haxe built-in serialization?
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*/
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typedef RawSaveData =
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@@ -1030,7 +1030,7 @@ typedef SaveDataUnlocks =
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}
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/**
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* An anoymous structure containing options about the user's high scores.
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* An anonymous structure containing options about the user's high scores.
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*/
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typedef SaveHighScoresData =
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{
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@@ -316,7 +316,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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/**
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* The length of the current instrumental, converted to steps.
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* Dependant on BPM, because the size of a grid square does not change with BPM but the length of a beat does.
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* Dependent on BPM, because the size of a grid square does not change with BPM but the length of a beat does.
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*/
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var songLengthInSteps(get, set):Float;
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@@ -334,7 +334,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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/**
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* The length of the current instrumental, in PIXELS.
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* Dependant on BPM, because the size of a grid square does not change with BPM but the length of a beat does.
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* Dependent on BPM, because the size of a grid square does not change with BPM but the length of a beat does.
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*/
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var songLengthInPixels(get, set):Int;
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@@ -425,7 +425,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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/**
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* The relative scroll position in the song, converted to steps.
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* NOT dependant on BPM, because the size of a grid square does not change with BPM.
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* NOT dependent on BPM, because the size of a grid square does not change with BPM.
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*/
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var scrollPositionInSteps(get, set):Float;
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@@ -442,7 +442,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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/**
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* The relative scroll position in the song, converted to milliseconds.
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* DEPENDANT on BPM, because the duration of a grid square changes with BPM.
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* DEPENDENT on BPM, because the duration of a grid square changes with BPM.
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*/
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var scrollPositionInMs(get, set):Float;
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@@ -486,7 +486,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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/**
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* playheadPosition, converted to steps.
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* NOT dependant on BPM, because the size of a grid square does not change with BPM.
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* NOT dependent on BPM, because the size of a grid square does not change with BPM.
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*/
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var playheadPositionInSteps(get, set):Float;
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@@ -503,7 +503,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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/**
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* playheadPosition, converted to milliseconds.
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* DEPENDANT on BPM, because the duration of a grid square changes with BPM.
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* DEPENDENT on BPM, because the duration of a grid square changes with BPM.
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*/
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var playheadPositionInMs(get, set):Float;
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@@ -98,7 +98,7 @@ class SelectAllItemsBetweenTimeCommand implements ChartEditorCommand
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state.currentEventSelection.push(event);
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}
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// I don't think it's neccesary to copy this code in, but someone will make an issue out of this if I don't, I'm sure.
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// I don't think it's necessary to copy this code in, but someone will make an issue out of this if I don't, I'm sure.
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// If we just selected one or more events (and no notes), then we should make the event data toolbox display the event data for the selected event.
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if (this.notes.length == 0 && this.events.length == 1)
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{
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@@ -118,7 +118,7 @@ class ChartEditorMeasureTicks extends FlxTypedSpriteGroup<FlxSprite>
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measureTickBitmap.fillRect(new Rectangle(0, bottomTickY, ChartEditorState.GRID_SIZE, ChartEditorThemeHandler.MEASURE_TICKS_MEASURE_WIDTH / 2),
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dividerColor);
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// Draw the beat ticks and dividers, and step ticks. No need for two seperate loops thankfully.
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// Draw the beat ticks and dividers, and step ticks. No need for two separate loops thankfully.
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for (i in 1...stepsPerMeasure)
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{
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if ((i % Constants.STEPS_PER_BEAT) == 0) // If we're on a beat, draw a beat tick and divider.
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@@ -163,8 +163,8 @@ class LetterSort extends FlxSpriteGroup
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}
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/**
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* Buncho timers and stuff to move the letters and seperators
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* Seperated out so we can call it again on letters with songs within them
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* Buncho timers and stuff to move the letters and separators
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* Separated out so we can call it again on letters with songs within them
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* @param diff
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*/
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function doLetterChangeAnims(diff:Int):Void
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@@ -284,7 +284,7 @@ class FreeplayLetter extends FunkinSprite
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regexLetters.insert(0, '#');
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// the symbols from flash don't have dashes, so we clean this up for use with animations
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// (we don't need to re-export, rule of thumb is to accomodate files named in flash from dave
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// (we don't need to re-export, rule of thumb is to accommodate files named in flash from dave
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// until we get him programming classes (and since i cant find the .fla file....))
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animLetters = regexLetters.map(animLetter -> animLetter.replace('-', ''));
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@@ -260,7 +260,7 @@ class LoadingState extends MusicBeatSubState
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FlxG.switchState(loadStateCtor);
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}
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#else
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// All assets preloaded, switch directly to play state (defualt on other targets).
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// All assets preloaded, switch directly to play state (default on other targets).
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@:nullSafety(Off)
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if (shouldStopMusic && FlxG.sound.music != null)
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{
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@@ -946,7 +946,7 @@ class FunkinPreloader extends FlxBasePreloader
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/**
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* Whether or not we are in flipped landscape device rotation,
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* generally for mobile to accomodate the device notch!
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* generally for mobile to accommodate the device notch!
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* @return Bool
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*/
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function isLandscapeFlipped():Bool
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