fix: remove the input delay on pause menu, allowing for inputs immediately when opening the pause menu
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@@ -129,7 +129,10 @@ class PauseSubState extends MusicBeatSubState
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* Disallow input until transitions are complete!
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* This prevents the pause menu from immediately closing when opened, among other things.
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*/
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public var allowInput:Bool = false;
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public var allowInput:Bool = true;
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// If this is true, it means we are frame 1 of our substate.
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var justOpened:Bool = true;
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/**
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* The entries currently displayed in the pause menu.
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@@ -398,10 +401,6 @@ class PauseSubState extends MusicBeatSubState
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FlxTween.tween(child, {alpha: 1, y: child.y + 5}, 1.8, {ease: FlxEase.quartOut, startDelay: delay});
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delay += 0.1;
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}
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new FlxTimer().start(0.2, (_) -> {
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allowInput = true;
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});
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}
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// ===============
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@@ -424,15 +423,18 @@ class PauseSubState extends MusicBeatSubState
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changeSelection(1);
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}
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if (controls.ACCEPT)
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if (controls.ACCEPT && !justOpened)
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{
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currentMenuEntries[currentEntry].callback(this);
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}
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else if (controls.PAUSE)
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else if (controls.PAUSE && !justOpened)
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{
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resume(this);
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}
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// we only want justOpened to be true for 1 single frame, when we first get into the pause menu substate
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justOpened = false;
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#if FEATURE_DEBUG_FUNCTIONS
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// to pause the game and get screenshots easy, press H on pause menu!
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if (FlxG.keys.justPressed.H)
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