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Apparently the transition bug was TransitionableSubState's fault so kill it with fire.
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3 changed files with 7 additions and 7 deletions
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@ -1 +1 @@
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Subproject commit 56a79d3b018876c3c9a2c47339335053b001acc0
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Subproject commit a5f9924529f4ce28f7576eccb4369d1d42d9ef65
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@ -907,7 +907,7 @@ class PlayState extends MusicBeatSubState
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// TODO: Add a song event for Handle GF dance speed.
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// Handle player death.
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if (!isInCutscene && !disableKeys && !_exiting)
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if (!isInCutscene && !disableKeys)
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{
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// RESET = Quick Game Over Screen
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if (controls.RESET)
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@ -1304,7 +1304,7 @@ class PlayState extends MusicBeatSubState
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*/
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function initCameras():Void
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{
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camGame = new FlxCamera();
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camGame = new FunkinCamera();
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camGame.bgColor = BACKGROUND_COLOR; // Show a pink background behind the stage.
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camHUD = new FlxCamera();
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camHUD.bgColor.alpha = 0; // Show the game scene behind the camera.
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@ -1761,7 +1761,7 @@ class PlayState extends MusicBeatSubState
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*/
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function resyncVocals():Void
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{
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if (_exiting || vocals == null) return;
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if (vocals == null) return;
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// Skip this if the music is paused (GameOver, Pause menu, start-of-song offset, etc.)
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if (!FlxG.sound.music.playing) return;
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@ -2541,8 +2541,8 @@ class PlayState extends MusicBeatSubState
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{
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FlxG.sound.playMusic(Paths.music('freakyMenu/freakyMenu'));
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transIn = FlxTransitionableState.defaultTransIn;
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transOut = FlxTransitionableState.defaultTransOut;
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// transIn = FlxTransitionableState.defaultTransIn;
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// transOut = FlxTransitionableState.defaultTransOut;
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// TODO: Rework week unlock logic.
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// StoryMenuState.weekUnlocked[Std.int(Math.min(storyWeek + 1, StoryMenuState.weekUnlocked.length - 1))] = true;
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@ -16,7 +16,7 @@ import funkin.input.Controls;
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/**
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* MusicBeatSubState reincorporates the functionality of MusicBeatState into an FlxSubState.
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*/
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class MusicBeatSubState extends FlxTransitionableSubState implements IEventHandler
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class MusicBeatSubState extends FlxSubState implements IEventHandler
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{
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public var leftWatermarkText:FlxText = null;
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public var rightWatermarkText:FlxText = null;
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