re added sustain notes lol
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@ -274,8 +274,8 @@ class PlayState extends MusicBeatState
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sectionScores[0].push(0);
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sectionScores[1].push(0);
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var daStrumTime:Float = songNotes.strumTime;
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var daNoteData:Int = Std.int(songNotes.noteData % 4);
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var daStrumTime:Float = songNotes[0];
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var daNoteData:Int = Std.int(songNotes[1] % 4);
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var gottaHitNote:Bool = section.mustHitSection;
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@ -291,11 +291,30 @@ class PlayState extends MusicBeatState
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oldNote = null;
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var swagNote:Note = new Note(daStrumTime, daNoteData, oldNote);
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swagNote.sustainLength = songNotes.sustainLength;
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swagNote.sustainLength = songNotes[2];
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swagNote.scrollFactor.set(0, 0);
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var susLength:Float = swagNote.sustainLength;
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susLength = susLength / Conductor.stepCrochet;
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unspawnNotes.push(swagNote);
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for (susNote in 0...Math.floor(susLength))
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{
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oldNote = unspawnNotes[Std.int(unspawnNotes.length - 1)];
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var sustainNote:Note = new Note(daStrumTime + (Conductor.stepCrochet * susNote), daNoteData, oldNote, true);
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sustainNote.scrollFactor.set();
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unspawnNotes.push(sustainNote);
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sustainNote.mustPress = gottaHitNote;
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if (sustainNote.mustPress)
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{
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sustainNote.x += FlxG.width / 2; // general offset
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}
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}
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swagNote.mustPress = gottaHitNote;
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if (swagNote.mustPress)
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@ -891,21 +910,21 @@ class PlayState extends MusicBeatState
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{
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notes.forEach(function(daNote:Note)
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{
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if (daNote.canBeHit && daNote.mustPress)
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if (daNote.canBeHit && daNote.mustPress && daNote.isSustainNote)
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{
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switch (daNote.noteData)
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{
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// NOTES YOU ARE HOLDING
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case -1:
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case 2:
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if (up && daNote.prevNote.wasGoodHit)
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goodNoteHit(daNote);
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case -2:
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case 3:
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if (right && daNote.prevNote.wasGoodHit)
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goodNoteHit(daNote);
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case -3:
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case 1:
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if (down && daNote.prevNote.wasGoodHit)
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goodNoteHit(daNote);
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case -4:
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case 0:
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if (left && daNote.prevNote.wasGoodHit)
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goodNoteHit(daNote);
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}
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