Fixed broken "Easy" mod.
Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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a2eaf35664
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@ -116,7 +116,7 @@ public class BeatmapSetNode {
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Image star = GameImage.STAR.getImage();
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Image star = GameImage.STAR.getImage();
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float starOffset = star.getWidth() * 1.7f;
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float starOffset = star.getWidth() * 1.7f;
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float starX = cx + starOffset * 0.04f;
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float starX = cx + starOffset * 0.04f;
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float starY = cy + Fonts.MEDIUM.getLineHeight() + Fonts.DEFAULT.getLineHeight() * 2 - 10f * GameImage.getUIscale();
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float starY = cy + Fonts.MEDIUM.getLineHeight() + Fonts.DEFAULT.getLineHeight() * 2 - 8f * GameImage.getUIscale();
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float starCenterY = starY + star.getHeight() / 2f;
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float starCenterY = starY + star.getHeight() / 2f;
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final float baseAlpha = focus ? 1f : 0.8f;
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final float baseAlpha = focus ? 1f : 0.8f;
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final float smallStarScale = 0.4f;
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final float smallStarScale = 0.4f;
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@ -642,6 +642,17 @@ public class Game extends BasicGameState {
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return;
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return;
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}
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}
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// "Easy" mod: multiple "lives"
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if (GameMod.EASY.isActive() && deathTime > -1) {
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if (data.getHealth() < 99f) {
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data.changeHealth(delta / 10f);
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data.updateDisplays(delta);
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return;
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}
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MusicController.resume();
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deathTime = -1;
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}
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// normal game update
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// normal game update
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if (!isReplay)
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if (!isReplay)
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addReplayFrameAndRun(mouseX, mouseY, lastKeysPressed, trackPosition);
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addReplayFrameAndRun(mouseX, mouseY, lastKeysPressed, trackPosition);
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@ -706,16 +717,6 @@ public class Game extends BasicGameState {
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* @param keys the keys that are pressed
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* @param keys the keys that are pressed
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*/
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*/
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private void updateGame(int mouseX, int mouseY, int delta, int trackPosition, int keys) {
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private void updateGame(int mouseX, int mouseY, int delta, int trackPosition, int keys) {
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// "Easy" mod: multiple "lives"
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if (GameMod.EASY.isActive() && deathTime > -1) {
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if (data.getHealth() < 99f)
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data.changeHealth(delta / 10f);
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else {
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MusicController.resume();
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deathTime = -1;
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}
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}
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// map complete!
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// map complete!
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if (objectIndex >= gameObjects.length || (MusicController.trackEnded() && objectIndex > 0)) {
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if (objectIndex >= gameObjects.length || (MusicController.trackEnded() && objectIndex > 0)) {
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// track ended before last object was processed: force a hit result
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// track ended before last object was processed: force a hit result
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