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Lots of tweaks, fixes and small additions + bop fixes and bop parity across almost all games with bops. (#331)
* Rhythm rally and cheer readers improvements * Autobop for fan club * Implemented new bop parity for fan club, rhythm rally and ssds * Air rally easing improvements * Fixed drumming practice stuff * Tap trial has been unjankified yet again * Cheer readers and catchy tune bops * More bop parity * MORE!!!! * That should be all of them except space dance and dj school --------- Co-authored-by: minenice55 <star.elementa@gmail.com>
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@ -13,6 +13,7 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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public Animator anim;
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public Animator FaceAnim;
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public GameEvent bop = new GameEvent();
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public bool shouldBop = true;
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public SpriteRenderer[] Shadows;
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public Color BombGlowTint;
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@ -94,11 +95,9 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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anim.Play("Beat", -1, 0);
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}
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1, false) && cond.songPositionInBeats > bop.startBeat && cond.songPositionInBeats < bop.startBeat + bop.length && cond.songPositionInBeats >= unPrepareTime && !inCombo)
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if (cond.ReportBeat(ref bop.lastReportedBeat, bop.startBeat % 1, false) && shouldBop && cond.songPositionInBeats >= unPrepareTime && !inCombo)
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{
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anim.speed = 1f;
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anim.Play("Beat", -1, 0);
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lastChargeTime = Single.MinValue;
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Bop();
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}
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if (inCombo && shouldComboId == -2)
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@ -182,6 +181,13 @@ namespace HeavenStudio.Games.Scripts_KarateMan
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}
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public void Bop()
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{
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anim.speed = 1f;
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anim.Play("Beat", -1, 0);
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lastChargeTime = Single.MinValue;
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}
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public bool Punch(int forceHand = 0)
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{
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if (GameManager.instance.currentGame != "karateman") return false;
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