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Fix compilation errors
i have to do that too aaaaaaaaaaaaa
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parent
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commit
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3 changed files with 40 additions and 59 deletions
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@ -3261,18 +3261,4 @@ AnimationClip:
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script: {fileID: 0}
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m_HasGenericRootTransform: 0
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m_HasMotionFloatCurves: 0
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m_Events:
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- time: 0
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functionName:
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data:
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objectReferenceParameter: {fileID: 0}
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floatParameter: 0
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intParameter: 0
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messageOptions: 0
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- time: 0
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functionName:
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data:
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objectReferenceParameter: {fileID: 0}
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floatParameter: 0
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intParameter: 0
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messageOptions: 0
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m_Events: []
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@ -32,15 +32,36 @@ namespace HeavenStudio.Games.Loaders
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//the cues do nothing at the moment, so i temporarily disabled them
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new GameAction("bop", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); }, 1f, true),
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//new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true),
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new GameAction("bop", "Bop")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.Bop(e.beat, e.length); },
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defaultLength = 1f,
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resizable = true
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},
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//new GameAction("marching", delegate { MarchingOrders.instance.CadetsMarch(eventCaller.currentEntity.beat); }, 4f, true),
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new GameAction("attention", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); }, 2.25f, false,
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inactiveFunction: delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}),
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new GameAction("march", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); }, 2.0f, false,
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inactiveFunction: delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);}),
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new GameAction("halt", delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); }, 2f, false),
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//new GameAction("face turn", delegate {}, 4f, false, parameters: new List<Param>()
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new GameAction("attention", "Attention...")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeAttention(e.beat); },
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defaultLength = 2.25f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.AttentionSound(e.beat);}
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},
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new GameAction("march", "March!")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeMarch(e.beat); },
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defaultLength = 2f,
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inactiveFunction = delegate { var e = eventCaller.currentEntity; MarchingOrders.MarchSound(e.beat);}
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},
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new GameAction("halt", "Halt!")
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{
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function = delegate { var e = eventCaller.currentEntity; MarchingOrders.instance.SargeHalt(e.beat); },
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defaultLength = 2f
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},
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//new GameAction("face turn", delegate {}, 4f, false, parameters: new List<Param>()
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//{
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// new Param("type", MarchingOrders.DirectionFaceTurn.Right, "Direction", "The direction sarge wants the cadets to face"),
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// new Param("type2", MarchingOrders.FaceTurnLength.Normal, "Length", "How fast or slow the event lasts"),
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@ -105,7 +126,7 @@ namespace HeavenStudio.Games
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if (PlayerInput.Pressed() && !IsExpectingInputNow())
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{
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Jukebox.PlayOneShotGame("miss");
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Jukebox.PlayOneShot("miss");
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Sarge.Play("Anger", -1, 0);
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}
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}
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