snapping progress
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@ -45,7 +45,7 @@ class ChartingState extends MusicBeatState
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public var playClaps:Bool = false;
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public var playClaps:Bool = false;
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public var snap:Int = 2;
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public var snap:Int = 1;
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var UI_box:FlxUITabMenu;
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var UI_box:FlxUITabMenu;
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@ -615,6 +615,12 @@ class ChartingState extends MusicBeatState
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else
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else
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return _song.notes[curSection].lengthInSteps;
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return _song.notes[curSection].lengthInSteps;
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}*/
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}*/
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function stepStartTime(step):Float
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{
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return _song.bpm / (step / 4) / 60;
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}
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function sectionStartTime():Float
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function sectionStartTime():Float
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{
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{
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var daBPM:Int = _song.bpm;
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var daBPM:Int = _song.bpm;
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@ -651,8 +657,8 @@ class ChartingState extends MusicBeatState
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snap = Math.round(snap / 2);
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snap = Math.round(snap / 2);
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if (snap >= 192)
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if (snap >= 192)
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snap = 192;
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snap = 192;
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if (snap <= 2)
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if (snap <= 1)
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snap = 2;
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snap = 1;
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Conductor.songPosition = FlxG.sound.music.time;
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Conductor.songPosition = FlxG.sound.music.time;
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_song.song = typingShit.text;
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_song.song = typingShit.text;
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@ -915,7 +921,8 @@ class ChartingState extends MusicBeatState
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FlxG.sound.music.pause();
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FlxG.sound.music.pause();
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vocals.pause();
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vocals.pause();
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FlxG.sound.music.time -= (FlxG.mouse.wheel * Conductor.crochet / snap * 0.4);
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FlxG.sound.music.time += (FlxG.mouse.wheel * Conductor.stepCrochet / snap);
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vocals.time = FlxG.sound.music.time;
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vocals.time = FlxG.sound.music.time;
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}
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}
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