Make mirror collage toggleable ingame by pressing M
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376cb558cb
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49e03add75
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@ -694,7 +694,7 @@ public class Options {
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}
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}
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},
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},
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DANCE_MIRROR ("Mirror collage", "MirrorCollage", "Hypnotizing stuff", Dancer.mirror) {
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DANCE_MIRROR ("Mirror collage", "MirrorCollage", "Hypnotizing stuff. Toggle this ingame by pressing the M key.", Dancer.mirror) {
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@Override
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@Override
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public void click(GameContainer container) {
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public void click(GameContainer container) {
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bool = !bool;
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bool = !bool;
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@ -254,6 +254,9 @@ public class Game extends BasicGameState {
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/** Music position bar coordinates and dimensions (for replay seeking). */
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/** Music position bar coordinates and dimensions (for replay seeking). */
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private float musicBarX, musicBarY, musicBarWidth, musicBarHeight;
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private float musicBarX, musicBarY, musicBarWidth, musicBarHeight;
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private int mirrorFrom;
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private int mirrorTo;
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/** Music position bar background colors. */
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/** Music position bar background colors. */
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private static final Color
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private static final Color
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MUSICBAR_NORMAL = new Color(12, 9, 10, 0.25f),
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MUSICBAR_NORMAL = new Color(12, 9, 10, 0.25f),
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@ -1014,6 +1017,17 @@ public class Game extends BasicGameState {
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case Input.KEY_F12:
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case Input.KEY_F12:
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Utils.takeScreenShot();
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Utils.takeScreenShot();
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break;
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break;
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case Input.KEY_M:
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if (Dancer.mirror) {
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mirrorTo = objectIndex;
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Dancer.mirror = false;
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mirrorCursor.resetLocations();
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} else {
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mirrorFrom = objectIndex + 1;
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mirrorTo = gameObjects.length;
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Dancer.mirror = true;
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}
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break;
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}
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}
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}
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}
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@ -1314,6 +1328,8 @@ public class Game extends BasicGameState {
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}
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}
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Slider.bpm = beatmap.bpmMin * GameMod.getSpeedMultiplier();
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Slider.bpm = beatmap.bpmMin * GameMod.getSpeedMultiplier();
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mirrorFrom = 0;
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mirrorTo = gameObjects.length;
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skipButton.resetHover();
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skipButton.resetHover();
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if (isReplay || GameMod.AUTO.isActive())
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if (isReplay || GameMod.AUTO.isActive())
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@ -1427,7 +1443,7 @@ public class Game extends BasicGameState {
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if (!loseState) {
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if (!loseState) {
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if (!Dancer.hideobjects) {
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if (!Dancer.hideobjects) {
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gameObj.draw(g, trackPosition, false);
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gameObj.draw(g, trackPosition, false);
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if (Dancer.mirror && GameMod.AUTO.isActive()) {
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if (Dancer.mirror && GameMod.AUTO.isActive() && idx <= mirrorTo && idx >= mirrorFrom) {
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g.pushTransform();
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g.pushTransform();
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g.rotate(Options.width / 2f, Options.height / 2f, 180f);
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g.rotate(Options.width / 2f, Options.height / 2f, 180f);
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gameObj.draw(g, trackPosition, true);
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gameObj.draw(g, trackPosition, true);
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