add key for single mirror object
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f93fab1874
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@ -889,9 +889,12 @@ public class Game extends BasicGameState {
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trackPosition > beatmap.objects[objectIndex + 1].getTime() - hitResultOffset[GameData.HIT_50]);
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trackPosition > beatmap.objects[objectIndex + 1].getTime() - hitResultOffset[GameData.HIT_50]);
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// update hit object and check completion status
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// update hit object and check completion status
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if (gameObjects[objectIndex].update(overlap, delta, mouseX, mouseY, keyPressed, trackPosition))
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if (gameObjects[objectIndex].update(overlap, delta, mouseX, mouseY, keyPressed, trackPosition)) {
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objectIndex++; // done, so increment object index
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objectIndex++; // done, so increment object index
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else
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if (objectIndex >= mirrorTo) {
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Dancer.mirror = false;
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}
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} else
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break;
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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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@ -1021,13 +1024,24 @@ public class Game extends BasicGameState {
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if (Dancer.mirror) {
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if (Dancer.mirror) {
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mirrorTo = objectIndex;
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mirrorTo = objectIndex;
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Dancer.mirror = false;
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Dancer.mirror = false;
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mirrorCursor.resetLocations();
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} else {
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} else {
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mirrorCursor.resetLocations();
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mirrorFrom = objectIndex;
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mirrorFrom = objectIndex;
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mirrorTo = gameObjects.length;
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mirrorTo = gameObjects.length;
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Dancer.mirror = true;
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Dancer.mirror = true;
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}
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}
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break;
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break;
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case Input.KEY_P:
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if (Dancer.mirror) {
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mirrorTo = objectIndex;
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Dancer.mirror = false;
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} else {
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mirrorCursor.resetLocations();
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mirrorFrom = objectIndex;
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mirrorTo = mirrorFrom + 1;
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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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@ -1446,7 +1460,7 @@ 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() && idx <= mirrorTo && idx >= mirrorFrom) {
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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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