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Auto-Swing (#827)
* BurstLinq make BGM resync when changing pitch (to test) * autoswing some game implementations, most games already work fine * more game tweaks * 16th note swing more game fixes make pitch change resync optional in the API * suppress some common warnings * Update Credits.txt
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@ -390,7 +390,7 @@ namespace HeavenStudio.Games
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//idol jumping physics
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float jumpPos = conductor.GetPositionFromBeat(idolJumpStartTime, 1f);
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float IDOL_SHADOW_SCALE = 1.18f;
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if (conductor.songPositionInBeatsAsDouble >= idolJumpStartTime && conductor.songPositionInBeatsAsDouble < idolJumpStartTime + 1f)
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if (conductor.unswungSongPositionInBeatsAsDouble >= idolJumpStartTime && conductor.unswungSongPositionInBeatsAsDouble < idolJumpStartTime + 1f)
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{
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hasJumped = true;
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float yMul = jumpPos * 2f - 1f;
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@ -580,7 +580,7 @@ namespace HeavenStudio.Games
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{
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DisableBop(beat, length);
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DisableResponse(beat, length);
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idolJumpStartTime = beat;
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idolJumpStartTime = conductor.GetUnSwungBeat(beat);
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//play anim
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BeatAction.New(instance, new List<BeatAction.Action>()
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