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Further input latency fixes
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@ -38,43 +38,38 @@ namespace RhythmHeavenMania.Games.ForkLifter
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private void Update()
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{
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float normalizedBeatAnim = (Conductor.instance.GetLoopPositionFromBeat(startBeat, 2.5f));
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float normalizedBeatAnim = Conductor.instance.GetLoopPositionFromBeat(startBeat, 2.5f);
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anim.Play("Flicked_Object", -1, normalizedBeatAnim);
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anim.speed = 0;
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float normalizedBeat = (Conductor.instance.GetLoopPositionFromBeat(startBeat, 2f));
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float normalizedBeat = Conductor.instance.GetLoopPositionFromBeat(startBeat, 2f);
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float earlyTime = Minigame.earlyTime * 2;
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float perfectTime = Minigame.perfectTime * 2;
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float lateTime = Minigame.lateTime * 2;
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float endTime = Minigame.endTime * 2;
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print(normalizedBeat + " " + perfectTime);
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print(normalizedBeat + " " + Minigame.PerfectTime());
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// Early State
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if (normalizedBeat > earlyTime && normalizedBeat < perfectTime && estate <= 1)
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if (normalizedBeat > Minigame.EarlyTime() && normalizedBeat < Minigame.PerfectTime() && estate <= 1)
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{
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MakeEligible(true, false, false);
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estate++;
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}
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// Perfect State
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else if (normalizedBeat > perfectTime && normalizedBeat < lateTime && pstate <= 1)
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else if (normalizedBeat > Minigame.PerfectTime() && normalizedBeat < Minigame.LateTime() && pstate <= 1)
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{
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MakeEligible(false, true, false);
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pstate++;
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}
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// Late State
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else if (normalizedBeat > lateTime && normalizedBeat < endTime && lstate <= 1)
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else if (normalizedBeat > Minigame.LateTime() && normalizedBeat < Minigame.EndTime() && lstate <= 1)
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{
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MakeEligible(false, false, true);
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lstate++;
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}
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else if (normalizedBeat < earlyTime || normalizedBeat > endTime)
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else if (normalizedBeat < Minigame.EarlyTime() || normalizedBeat > Minigame.EndTime())
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{
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MakeInEligible();
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}
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if (normalizedBeat > endTime && endstate <= 1)
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if (normalizedBeat > Minigame.EndTime() && endstate <= 1)
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{
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endstate++;
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Jukebox.PlayOneShot("audience/disappointed");
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