fix steps reseting in gameplay
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e09957267c
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b2fef2db49
@ -101,6 +101,7 @@ class MusicBeatState extends FlxUIState
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}
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}
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else if (ste < curStep)
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else if (ste < curStep)
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{
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{
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trace("reset steps for some reason?? at " + Conductor.songPosition);
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//Song reset?
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//Song reset?
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curStep = ste;
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curStep = ste;
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updateBeat();
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updateBeat();
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@ -126,6 +127,7 @@ class MusicBeatState extends FlxUIState
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else if (nextStep < curStep)
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else if (nextStep < curStep)
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{
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{
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//Song reset?
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//Song reset?
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trace("(no bpm change) reset steps for some reason?? at " + Conductor.songPosition);
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curStep = nextStep;
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curStep = nextStep;
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updateBeat();
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updateBeat();
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stepHit();
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stepHit();
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@ -2246,12 +2246,18 @@ class PlayState extends MusicBeatState
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var data = TimingStruct.AllTimings[currentIndex - 1];
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var data = TimingStruct.AllTimings[currentIndex - 1];
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data.endBeat = beat;
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data.endBeat = beat;
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data.length = (data.endBeat - data.startBeat) / (data.bpm / 60);
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data.length = (data.endBeat - data.startBeat) / (data.bpm / 60);
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var step = ((60 / data.bpm) * 1000) / 4;
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TimingStruct.AllTimings[currentIndex].startStep = Math.floor(((data.endBeat / (data.bpm / 60)) * 1000) / step);
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TimingStruct.AllTimings[currentIndex].startTime = data.startTime + data.length;
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TimingStruct.AllTimings[currentIndex].startTime = data.startTime + data.length;
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}
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}
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currentIndex++;
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currentIndex++;
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}
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}
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}
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}
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recalculateAllSectionTimes();
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regenerateLines();
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updateFrame++;
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updateFrame++;
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}
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}
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else if (updateFrame != 5)
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else if (updateFrame != 5)
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