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Game switch improvements + Karate man animation fixes (READ DESC)
If you don't release on a combo, it will smoothly transition back to the idle animation. Fixing basically a soft-lock.
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@ -143,6 +143,13 @@ namespace RhythmHeavenMania.Games.KarateMan
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AnimPlay("ComboMiss");
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ResetCombo();
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}
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if (comboNormalizedBeat >= 3.5f && comboIndex < 69)
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{
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ResetCombo();
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AnimPlay("ComboCrouchPunchToIdle");
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comboIndex = 69;
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}
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}
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}
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else
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@ -218,6 +225,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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private void ResetCombo()
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{
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SetHead(0);
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hitCombo = false;
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inCombo = false;
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comboPotIndex = 0;
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@ -245,6 +253,7 @@ namespace RhythmHeavenMania.Games.KarateMan
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public void Swing(Pot p)
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{
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SetHead(0);
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bool punchLeft = true;
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if (p == null)
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