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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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@ -33,11 +33,12 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e["toggle"]); },
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defaultLength = 0.5f,
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function = delegate { var e = eventCaller.currentEntity; RhythmSomen.instance.ToggleBop(e.beat, e.length, e["toggle2"], e["toggle"]); },
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resizable = true,
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parameters = new List<Param>()
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{
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new Param("toggle", false, "Bop?", "Should the somen man bop or not?")
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new Param("toggle2", true, "Bop", "Should the somen man bop?"),
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new Param("toggle", false, "Bop (Auto)", "Should the somen man bop automatically?")
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}
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}
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});
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@ -90,9 +91,22 @@ namespace HeavenStudio.Games
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}
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}
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public void ToggleBop(bool bopOrNah)
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public void ToggleBop(float beat, float length, bool bopOrNah, bool autoBop)
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{
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shouldBop = bopOrNah;
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shouldBop = autoBop;
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if (bopOrNah)
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{
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for (int i = 0; i < length; i++)
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{
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BeatAction.New(instance.gameObject, new List<BeatAction.Action>()
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{
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new BeatAction.Action(beat + i, delegate
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{
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SomenPlayer.Play("HeadBob", -1, 0);
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})
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});
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}
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}
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}
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public void DoFarCrane(float beat)
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