slow bf fix
and again tutorial (yay i downloaded orig code and now can test not only on my fork)
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@ -188,8 +188,6 @@ class PlayState extends MusicBeatState
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var notesHitArray:Array<Date> = [];
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var currentFrames:Int = 0;
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var idleToBeat:Bool = true; // change if bf and dad would idle to the beat of the song
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var idleBeat:Int = 4; // how frequently bf and dad would play their idle animation(1 - every beat, 2 - every 2 beats and so on)
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public var dialogue:Array<String> = ['dad:blah blah blah', 'bf:coolswag'];
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@ -3986,7 +3984,7 @@ class PlayState extends MusicBeatState
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FlxG.stage.window.onFocusIn.add(focusIn);
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var ourSource:String = "assets/videos/daWeirdVid/dontDelete.webm";
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WebmPlayer.SKIP_STEP_LIMIT = 90;
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//WebmPlayer.SKIP_STEP_LIMIT = 90;
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var str1:String = "WEBM SHIT";
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webmHandler = new WebmHandler();
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webmHandler.source(ourSource);
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@ -4464,11 +4462,40 @@ class PlayState extends MusicBeatState
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{
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// else
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// Conductor.changeBPM(SONG.bpm);
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// Dad doesnt interupt his own notes
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if ((SONG.notes[Math.floor(curStep / 16)].mustHitSection || !dad.animation.curAnim.name.startsWith("sing")) && dad.curCharacter != 'gf')
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if (curBeat % idleBeat == 0 || dad.curCharacter == "spooky")
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dad.dance(idleToBeat);
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if (SONG.notes[Math.floor(curStep / 16)].mustHitSection && (dad.curCharacter != 'gf' || dad.curCharacter != 'spooky' || dad.curCharacter != 'tankman'))
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dad.dance();
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//SPOOKY BOIS AND GF FIX
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switch (dad.curCharacter) {
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case 'spooky':
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var commandToDance = false;
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var commandCompleted = false;
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if (SONG.notes[Math.floor(curStep / 16)].mustHitSection)
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{
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commandToDance = true;
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commandCompleted = false;
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}
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if (commandToDance && !commandCompleted)
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{
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dad.dance();
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commandToDance = false;
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commandCompleted = true;
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}
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case 'gf':
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{
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if (SONG.notes[Math.floor(curStep / 16)].mustHitSection)
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dad.dance();
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else
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{
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if (curBeat == 73 || curBeat % 4 == 0 || curBeat % 4 == 1)
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dad.playAnim('danceLeft', true);
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else
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dad.playAnim('danceRight', true);
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}
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}
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}
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}
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// FlxG.log.add('change bpm' + SONG.notes[Std.int(curStep / 16)].changeBPM);
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wiggleShit.update(Conductor.crochet);
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@ -4500,9 +4527,9 @@ class PlayState extends MusicBeatState
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gf.dance();
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}
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if (!boyfriend.animation.curAnim.name.startsWith("sing") && curBeat % idleBeat == 0)
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if (!boyfriend.animation.curAnim.name.startsWith("sing"))
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{
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boyfriend.playAnim('idle', idleToBeat);
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boyfriend.playAnim('idle');
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}
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/*if (!dad.animation.curAnim.name.startsWith("sing"))
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