fixed issue with desync
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78ec82d953
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33385ddd15
@ -47,7 +47,6 @@ class MusicBeatState extends FlxUIState
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private function updateCurStep():Void
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private function updateCurStep():Void
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{
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{
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Conductor.songPosition = FlxG.sound.music.time;
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curStep = Math.floor(Conductor.songPosition / Conductor.stepCrochet);
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curStep = Math.floor(Conductor.songPosition / Conductor.stepCrochet);
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}
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}
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@ -260,28 +260,20 @@ class PlayState extends MusicBeatState
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var playerCounter:Int = 0;
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var playerCounter:Int = 0;
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var daBeats:Int = 0; // Not exactly representative of 'daBeats' lol, just how much it has looped
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var daBeats:Int = 0; // Not exactly representative of 'daBeats' lol, just how much it has looped
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var totalLength:Int = 0; // Total length of the song, in beats;
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for (section in noteData)
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for (section in noteData)
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{
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{
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var dumbassSection:Array<Dynamic> = section.notes;
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var coolSection:Int = Std.int(section.lengthInSteps / 4);
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var coolSection:Int = Std.int(section.lengthInSteps / 4);
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if (coolSection <= 4) // FIX SINCE MOST THE SHIT I MADE WERE ONLY 3 HTINGS LONG LOl
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for (songNotes in section.notes)
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coolSection = 4;
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else if (coolSection <= 8)
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coolSection = 8;
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for (songNotes in dumbassSection)
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{
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{
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sectionScores[0].push(0);
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sectionScores[0].push(0);
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sectionScores[1].push(0);
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sectionScores[1].push(0);
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var daStrumTime:Float = songNotes[0] + (Conductor.stepCrochet * section.lengthInSteps);
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var daStrumTime:Float = songNotes[0];
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trace(daStrumTime);
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trace(daStrumTime);
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var daNoteData:Int = songNotes[1];
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var daNoteData:Int = songNotes[1];
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var daStrumTime:Float = daStrumTime;
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// var daStrumTime:Float = daStrumTime;
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var oldNote:Note;
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var oldNote:Note;
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if (unspawnNotes.length > 0)
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if (unspawnNotes.length > 0)
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@ -298,7 +290,7 @@ class PlayState extends MusicBeatState
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if (swagNote.mustPress)
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if (swagNote.mustPress)
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{
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{
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swagNote.x += (FlxG.width / 2); // general offset
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swagNote.x += FlxG.width / 2; // general offset
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}
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}
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else
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else
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{
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{
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@ -323,7 +315,6 @@ class PlayState extends MusicBeatState
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if (section.mustHitSection)
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if (section.mustHitSection)
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sectionLengths.push(Math.round(coolSection / 4));
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sectionLengths.push(Math.round(coolSection / 4));
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*/
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*/
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totalLength += Math.round(coolSection / 4);
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daBeats += 1;
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daBeats += 1;
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}
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}
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