splashdown tweak
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@ -269,12 +269,12 @@ namespace HeavenStudio.Games
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}));
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SoundByte.PlayOneShotGame("splashdown/yeah", diveBeat);
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SoundByte.PlayOneShotGame("splashdown/jumpOthers", diveBeat);
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SoundByte.PlayOneShotGame("splashdown/rollOthers", diveBeat + 1);
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if (dolphin) SoundByte.PlayOneShotGame("splashdown/rollOthers", diveBeat + 1);
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SoundByte.PlayOneShotGame("splashdown/splashOthers", diveBeat + 1.75);
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}
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BeatAction.New(instance, actions);
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SoundByte.PlayOneShotGame("splashdown/yeah", beat + (currentSynchrettes.Count * length));
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ScheduleInput(beat, currentSynchrettes.Count * length, InputAction_FlickRelease, dolphin ? JustJump : JustJumpNoDolphin, Out, Out);
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ScheduleInput(beat, currentSynchrettes.Count * length, InputAction_FlickRelease, dolphin ? JustJump : JustJumpNoRollSound, Out, Out);
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}
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public void TogetherJump(double beat, bool alleyoop)
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@ -416,25 +416,6 @@ namespace HeavenStudio.Games
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});
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}
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private void JustJumpNoDolphin(PlayerActionEvent caller, float state)
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{
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double diveBeat = caller.timer + caller.startBeat;
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SoundByte.PlayOneShotGame("splashdown/jumpPlayer");
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SoundByte.PlayOneShotGame("splashdown/splashPlayer", diveBeat + 1.75);
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if (state >= 1f || state <= -1f)
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{
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player.Jump(diveBeat, true, true);
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return;
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}
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SoundByte.PlayOneShotGame("splashdown/rollPlayer", diveBeat + 1);
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player.Jump(diveBeat, false, true);
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BeatAction.New(instance, new List<BeatAction.Action>()
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{
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new BeatAction.Action(diveBeat + 1.75, delegate { crowdAnim.DoScaledAnimationAsync("CrowdCheer", 0.5f); }),
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new BeatAction.Action(diveBeat + 4, delegate { crowdAnim.Play("CrowdIdle", 0, 0); })
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});
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}
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private void JustJumpNoRollSound(PlayerActionEvent caller, float state)
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{
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double diveBeat = caller.timer + caller.startBeat;
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