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Updates to note paramaters + some additional sound fixes (for r2) (#834)
* Note param stuff + some other fixes * Stuff just for r2
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@ -219,7 +219,7 @@ namespace HeavenStudio.Games
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string hitSfx = "slotMonster/stop_" + (isLast && isHit && !isMiss ? "hit" : (currentButton + 1));
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SoundByte.PlayOneShotGame(hitSfx, forcePlay: true);
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if (isLast) {
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if (rollingSound != null) rollingSound.Stop();
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if (rollingSound != null) rollingSound.KillLoop();
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inputsActive = false;
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if (isHit && !isMiss) {
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smAnim.DoScaledAnimationAsync("Win", 0.5f);
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@ -235,7 +235,7 @@ namespace HeavenStudio.Games
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public void StartInterval(RiqEntity si, bool autoPass, int eyeSprite, double gameSwitchBeat)
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{
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if (rollingSound != null) rollingSound.Stop();
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if (rollingSound != null) rollingSound.KillLoop();
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List<RiqEntity> slotActions = gameEntities.FindAll(e => e.datamodel == "slotMonster/slot" && e.beat >= si.beat && e.beat < si.beat + si.length);
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if (slotActions.Count <= 0) return;
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@ -322,7 +322,7 @@ namespace HeavenStudio.Games
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private void ButtonEndMiss(PlayerActionEvent caller)
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{
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Debug.Log("miss i guess");
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if (rollingSound != null) rollingSound.Stop();
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if (rollingSound != null) rollingSound.KillLoop();
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inputsActive = false;
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smAnim.DoScaledAnimationAsync("Lose", 0.5f);
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foreach (var anim in eyeAnims) {
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