some changes, + modcharts work
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1f49941f54
commit
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@ -690,10 +690,6 @@ class ModchartState
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FlxG.camera.setFilters([new ShaderFilter(shaders[shaderIndex])]);
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FlxG.camera.setFilters([new ShaderFilter(shaders[shaderIndex])]);
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});*/
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});*/
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objectToLua(lua,PlayState.instance.camHUD);
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Lua.setglobal(lua,"fuckyou");
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// default strums
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// default strums
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for (i in 0...PlayState.strumLineNotes.length) {
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for (i in 0...PlayState.strumLineNotes.length) {
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@ -70,7 +70,7 @@ class MusicBeatState extends FlxUIState
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else
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else
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skippedFrames++;
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skippedFrames++;
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if ((cast (Lib.current.getChildAt(0), Main)).getFPSCap != FlxG.save.data.fpsCap)
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if ((cast (Lib.current.getChildAt(0), Main)).getFPSCap != FlxG.save.data.fpsCap && FlxG.save.data.fpsCap <= 290)
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(cast (Lib.current.getChildAt(0), Main)).setFPSCap(FlxG.save.data.fpsCap);
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(cast (Lib.current.getChildAt(0), Main)).setFPSCap(FlxG.save.data.fpsCap);
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super.update(elapsed);
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super.update(elapsed);
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@ -329,18 +329,23 @@ class FPSCapOption extends Option
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override function right():Bool {
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override function right():Bool {
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if (FlxG.save.data.fpsCap >= 290)
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if (FlxG.save.data.fpsCap >= 290)
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FlxG.save.data.fpsCap = 2000; // set it really high lol, I mean. if you hit that cap, it really doesn't do much lol.
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{
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FlxG.save.data.fpsCap = 800; // set it really high lol, I mean. if you hit that cap, it really doesn't do much lol.
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(cast (Lib.current.getChildAt(0), Main)).setFPSCap(290);
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}
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else
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else
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FlxG.save.data.fpsCap = FlxG.save.data.fpsCap + 10;
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FlxG.save.data.fpsCap = FlxG.save.data.fpsCap + 10;
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(cast (Lib.current.getChildAt(0), Main)).setFPSCap(FlxG.save.data.fpsCap);
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(cast (Lib.current.getChildAt(0), Main)).setFPSCap(FlxG.save.data.fpsCap);
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OptionsMenu.versionShit.text = "Current FPS Cap: " + FlxG.save.data.fpsCap + " - Description - " + description;
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OptionsMenu.versionShit.text = "Current FPS Cap: " + (FlxG.save.data.fpsCap > 290 ? "Unlimited (In Gameplay)" : FlxG.save.data.fpsCap) + " - Description - " + description;
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return true;
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return true;
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}
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}
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override function left():Bool {
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override function left():Bool {
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if (FlxG.save.data.fpsCap < 60)
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if (FlxG.save.data.fpsCap > 290)
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FlxG.save.data.fpsCap = 290;
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else if (FlxG.save.data.fpsCap < 60)
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FlxG.save.data.fpsCap = Application.current.window.displayMode.refreshRate;
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FlxG.save.data.fpsCap = Application.current.window.displayMode.refreshRate;
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else
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else
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FlxG.save.data.fpsCap = FlxG.save.data.fpsCap - 10;
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FlxG.save.data.fpsCap = FlxG.save.data.fpsCap - 10;
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@ -1,5 +1,6 @@
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package;
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package;
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import openfl.Lib;
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#if windows
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#if windows
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import llua.Lua;
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import llua.Lua;
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#end
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#end
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@ -189,6 +190,8 @@ class PauseSubState extends MusicBeatSubstate
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PlayState.luaModchart = null;
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PlayState.luaModchart = null;
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}
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}
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#end
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#end
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if (FlxG.save.data.fpsCap > 290)
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(cast (Lib.current.getChildAt(0), Main)).setFPSCap(290);
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FlxG.switchState(new MainMenuState());
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FlxG.switchState(new MainMenuState());
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}
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}
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}
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}
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@ -216,7 +216,9 @@ class PlayState extends MusicBeatState
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{
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{
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instance = this;
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instance = this;
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if (FlxG.save.data.fpsCap > 290)
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(cast (Lib.current.getChildAt(0), Main)).setFPSCap(800);
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if (FlxG.sound.music != null)
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if (FlxG.sound.music != null)
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FlxG.sound.music.stop();
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FlxG.sound.music.stop();
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@ -2316,6 +2318,9 @@ class PlayState extends MusicBeatState
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if (!loadRep)
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if (!loadRep)
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rep.SaveReplay();
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rep.SaveReplay();
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if (FlxG.save.data.fpsCap > 290)
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(cast (Lib.current.getChildAt(0), Main)).setFPSCap(290);
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#if windows
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#if windows
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if (luaModchart != null)
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if (luaModchart != null)
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{
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{
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