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Marching orders fast face sound improvement + catchy tune control when da smile ends (#317)
* here do da fast one now * boom * lol * Epic beat timing change
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@ -148,8 +148,6 @@ namespace HeavenStudio.Games
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private int background;
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private float steamTime;
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private string fastTurn;
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static float wantMarch = float.MaxValue;
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static float wantMarchLength = 0f;
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@ -401,6 +399,7 @@ namespace HeavenStudio.Games
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public void SargeFaceTurn(float beat, int type, int type2, bool toggle)
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{
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string fastTurn = "";
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switch (type2)
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{
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case (int) MarchingOrders.FaceTurnLength.Fast:
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@ -420,7 +419,7 @@ namespace HeavenStudio.Games
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ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_LEFT_DOWN, LeftSuccess, GenericMiss, LeftEmpty);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/leftFaceTurn1" + fastTurn, beat),
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new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.6f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn2" + fastTurn, beat + 0.5f),
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new MultiSound.Sound("marchingOrders/leftFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
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}, forcePlay: true);
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@ -439,7 +438,7 @@ namespace HeavenStudio.Games
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ScheduleInput(beat, turnLength + 2f, InputType.DIRECTION_RIGHT_DOWN, RightSuccess, GenericMiss, RightEmpty);
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("marchingOrders/rightFaceTurn1" + fastTurn, beat),
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new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.6f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn2" + fastTurn, beat + 0.5f),
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new MultiSound.Sound("marchingOrders/rightFaceTurn3", beat + turnLength + 1f),
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new MultiSound.Sound("marchingOrders/turnAction", beat + turnLength + 2f),
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}, forcePlay: true);
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