Rewrite MusicBeatState stuff
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@ -51,13 +51,17 @@ class MusicBeatState extends FlxUIState
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override function update(elapsed:Float)
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{
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//everyStep();
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var oldStep:Int = curStep;
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var nextStep:Int = updateCurStep();
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updateCurStep();
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updateBeat();
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if (oldStep != curStep && curStep > 0)
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stepHit();
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if (nextStep > curStep && curStep >= 0)
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{
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for (i in curStep...nextStep)
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{
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curStep++;
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updateBeat();
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stepHit();
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}
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}
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if (FlxG.save.data.fpsRain && skippedFrames >= 6)
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{
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@ -78,13 +82,13 @@ class MusicBeatState extends FlxUIState
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private function updateBeat():Void
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{
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lastBeat = curStep;
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lastBeat = curBeat;
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curBeat = Math.floor(curStep / 4);
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}
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public static var currentColor = 0;
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private function updateCurStep():Void
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private function updateCurStep():Int
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{
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var lastChange:BPMChangeEvent = {
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stepTime: 0,
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@ -97,12 +101,11 @@ class MusicBeatState extends FlxUIState
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lastChange = Conductor.bpmChangeMap[i];
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}
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curStep = lastChange.stepTime + Math.floor((Conductor.songPosition - lastChange.songTime) / Conductor.stepCrochet);
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return lastChange.stepTime + Math.floor((Conductor.songPosition - lastChange.songTime) / Conductor.stepCrochet);
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}
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public function stepHit():Void
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{
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if (curStep % 4 == 0)
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beatHit();
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}
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@ -24,19 +24,28 @@ class MusicBeatSubstate extends FlxSubState
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override function update(elapsed:Float)
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{
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//everyStep();
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var oldStep:Int = curStep;
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updateCurStep();
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curBeat = Math.floor(curStep / 4);
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if (oldStep != curStep && curStep > 0)
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stepHit();
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var nextStep = updateCurStep();
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if (nextStep > curStep && curStep >= 0)
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{
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for (i in curStep...nextStep)
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{
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curStep++;
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updateBeat();
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stepHit();
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}
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}
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super.update(elapsed);
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}
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private function updateCurStep():Void
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private function updateBeat():Void
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{
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lastBeat = curBeat;
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curBeat = Math.floor(curStep / 4);
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}
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private function updateCurStep():Int
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{
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var lastChange:BPMChangeEvent = {
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stepTime: 0,
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@ -49,7 +58,7 @@ class MusicBeatSubstate extends FlxSubState
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lastChange = Conductor.bpmChangeMap[i];
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}
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curStep = lastChange.stepTime + Math.floor((Conductor.songPosition - lastChange.songTime) / Conductor.stepCrochet);
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return lastChange.stepTime + Math.floor((Conductor.songPosition - lastChange.songTime) / Conductor.stepCrochet);
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}
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public function stepHit():Void
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