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Some Karate Man Fixes (#610)
* km blocks fix + a few additions to other games * move around fxType, cull some things :(
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@ -42,11 +42,12 @@ namespace HeavenStudio.Games.Loaders
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},
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new GameAction("sign", "Sign Enter")
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{
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function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.Sign(e.beat, e.length, e["ease"], e["down"]); },
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function = delegate { var e = eventCaller.currentEntity; ClappyTrio.instance.Sign(e.beat, e.length, e["ease"], e["down"], e["sfx"]); },
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parameters = new List<Param>()
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{
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new Param("ease", Util.EasingFunction.Ease.Linear, "Ease", "Which ease should the sign move with?"),
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new Param("down", true, "Down", "Should the sign go down?")
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new Param("down", true, "Down", "Should the sign go down?"),
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new Param("sfx", true, "Play SFX", "Should the sign play a sound effect"),
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},
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resizable = true
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},
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@ -156,9 +157,9 @@ namespace HeavenStudio.Games
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}
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}
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public void Sign(double beat, float length, int ease, bool down)
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public void Sign(double beat, float length, int ease, bool down, bool playSfx)
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{
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SoundByte.PlayOneShotGame("clappyTrio/sign");
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if (playSfx) SoundByte.PlayOneShotGame("clappyTrio/sign");
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signStartBeat = beat;
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signLength = length;
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lastEase = (Util.EasingFunction.Ease)ease;
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