Instant Respawn
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@ -60,6 +60,16 @@ class GameOverState extends FlxTransitionableState
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var gamepad:FlxGamepad = FlxG.gamepads.lastActive;
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if(FlxG.save.data.InstantRespawn)
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{
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fading = true;
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FlxG.sound.music.fadeOut(0.5, 0, function(twn:FlxTween)
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{
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FlxG.sound.music.stop();
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LoadingState.loadAndSwitchState(new PlayState());
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});
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}
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if (gamepad != null)
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{
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if (gamepad.justPressed.ANY)
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@ -59,6 +59,11 @@ class GameOverSubstate extends MusicBeatSubstate
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endBullshit();
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}
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if(FlxG.save.data.InstantRespawn)
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{
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LoadingState.loadAndSwitchState(new PlayState());
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}
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if (controls.BACK)
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{
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FlxG.sound.music.stop();
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@ -75,6 +75,9 @@ class KadeEngineData
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if (FlxG.save.data.resetButton == null)
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FlxG.save.data.resetButton = false;
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if (FlxG.save.data.InstantRespawn == null)
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FlxG.save.data.InstantRespawn = false;
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if (FlxG.save.data.botplay == null)
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FlxG.save.data.botplay = false;
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@ -284,6 +284,27 @@ class ResetButtonOption extends Option
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}
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}
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class InstantRespawn extends Option
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{
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public function new(desc:String)
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{
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super();
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description = desc;
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}
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public override function press():Bool
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{
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FlxG.save.data.InstantRespawn = !FlxG.save.data.InstantRespawn;
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display = updateDisplay();
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return true;
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}
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private override function updateDisplay():String
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{
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return "Instant Respawn " + (!FlxG.save.data.InstantRespawn ? "off" : "on");
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}
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}
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class FlashingLightsOption extends Option
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{
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public function new(desc:String)
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@ -36,6 +36,7 @@ class OptionsMenu extends MusicBeatState
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new ScrollSpeedOption("Change your scroll speed (1 = Chart dependent)"),
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new AccuracyDOption("Change how accuracy is calculated. (Accurate = Simple, Complex = Milisecond Based)"),
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new ResetButtonOption("Toggle pressing R to gameover."),
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new InstantRespawn("Toggle if you instantly respawn after dying."),
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// new OffsetMenu("Get a note offset based off of your inputs!"),
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new CustomizeGameplay("Drag'n'Drop Gameplay Modules around to your preference")
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]),
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