Quick fix for song not ending
Simple callback that got deleted last commit now brought back.
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172b879f33
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@ -1131,6 +1131,8 @@ class PlayState extends MusicBeatState
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if (!paused)
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if (!paused)
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FlxG.sound.playMusic(Paths.inst(PlayState.SONG.song), 1, false);
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FlxG.sound.playMusic(Paths.inst(PlayState.SONG.song), 1, false);
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FlxG.sound.music.onComplete = endSong;
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vocals.play();
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vocals.play();
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if (FlxG.save.data.songPosition)
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if (FlxG.save.data.songPosition)
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@ -1878,14 +1880,9 @@ class PlayState extends MusicBeatState
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}
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}
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if (FlxG.save.data.downscroll)
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if (FlxG.save.data.downscroll)
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if(FlxG.save.data.noteSpeed != -1)
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daNote.y = (strumLine.y - (Conductor.songPosition - daNote.strumTime) * (-0.45 * FlxMath.roundDecimal(SONG.speed, 2)));
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daNote.y = (strumLine.y - (Conductor.songPosition - daNote.strumTime) * (-0.45 * FlxMath.roundDecimal(FlxG.save.data.noteSpeed, 2)));
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else daNote.y = (strumLine.y - (Conductor.songPosition - daNote.strumTime) * (-0.45 * FlxMath.roundDecimal(SONG.speed, 2)));
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else
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else
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if(FlxG.save.data.noteSpeed != -1)
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daNote.y = (strumLine.y - (Conductor.songPosition - daNote.strumTime) * (0.45 * FlxMath.roundDecimal(SONG.speed, 2)));
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daNote.y = (strumLine.y - (Conductor.songPosition - daNote.strumTime) * (0.45 * FlxMath.roundDecimal(FlxG.save.data.noteSpeed, 2)));
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else daNote.y = (strumLine.y - (Conductor.songPosition - daNote.strumTime) * (0.45 * FlxMath.roundDecimal(SONG.speed, 2)));
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//trace(daNote.y);
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//trace(daNote.y);
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// WIP interpolation shit? Need to fix the pause issue
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// WIP interpolation shit? Need to fix the pause issue
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// daNote.y = (strumLine.y - (songTime - daNote.strumTime) * (0.45 * PlayState.SONG.speed));
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// daNote.y = (strumLine.y - (songTime - daNote.strumTime) * (0.45 * PlayState.SONG.speed));
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