Line endings...be normalized!
This commit is contained in:
@@ -1,3 +1,3 @@
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return LoadActor("_bar hold explosion bright")..{
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CheckpointHitCommand=cmd(diffusealpha,0);
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return LoadActor("_bar hold explosion bright")..{
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CheckpointHitCommand=cmd(diffusealpha,0);
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};
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@@ -1,23 +1,23 @@
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local t = Def.ActorFrame{
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-- normal
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_bar', 'receptor base' );
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Frame0000=0;
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Delay0000=1;
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InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
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NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
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PressCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'PressCommand');
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};
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-- flashpert
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Def.Sprite {
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Texture="_bar receptor tap";
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Frame0000=0;
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Delay0000=1;
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InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
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PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
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LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
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NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
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};
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};
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local t = Def.ActorFrame{
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-- normal
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_bar', 'receptor base' );
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Frame0000=0;
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Delay0000=1;
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InitCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'InitCommand');
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NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
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PressCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'PressCommand');
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};
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-- flashpert
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Def.Sprite {
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Texture="_bar receptor tap";
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Frame0000=0;
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Delay0000=1;
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InitCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'InitCommand');
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PressCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'PressCommand');
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LiftCommand=NOTESKIN:GetMetricA('ReceptorOverlay', 'LiftCommand');
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NoneCommand=NOTESKIN:GetMetricA('ReceptorArrow', 'NoneCommand');
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};
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};
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return t;
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@@ -1,3 +1,3 @@
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return LoadActor("_bar hold explosion bright")..{
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CheckpointHitCommand=cmd(diffusealpha,0);
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return LoadActor("_bar hold explosion bright")..{
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CheckpointHitCommand=cmd(diffusealpha,0);
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};
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@@ -1,15 +1,15 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_bar', 'mine' );
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Frame0000=0;
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Delay0000=1;
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Frame0001=1;
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Delay0001=1;
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Frame0002=2;
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Delay0002=1;
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Frame0003=3;
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Delay0003=1;
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Frame0004=2;
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Delay0004=1;
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Frame0005=1;
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Delay0005=1;
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_bar', 'mine' );
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Frame0000=0;
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Delay0000=1;
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Frame0001=1;
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Delay0001=1;
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Frame0002=2;
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Delay0002=1;
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Frame0003=3;
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Delay0003=1;
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Frame0004=2;
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Delay0004=1;
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Frame0005=1;
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Delay0005=1;
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};
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@@ -1,4 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_bar', 'tap note' );
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Frames = Sprite.LinearFrames( 4, 1 );
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_bar', 'tap note' );
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Frames = Sprite.LinearFrames( 4, 1 );
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};
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@@ -1,99 +1,99 @@
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-- from scratch, with various references.
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local Noteskin = ... or {};
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-- element redirs
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Noteskin.ElementRedirs = {
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-- ["element"] = "redir_element";
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};
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-- button redirs (since this is a bar noteskin, it's all the same)
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Noteskin.ButtonRedirs = {
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-- dance
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Left = "Bar";
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UpLeft = "Bar";
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Up = "Bar";
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Down = "Bar";
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UpRight = "Bar";
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Right = "Bar";
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-- kb7
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Key1 = "Bar";
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Key2 = "Bar";
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Key3 = "Bar";
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Key4 = "Bar";
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Key5 = "Bar";
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Key6 = "Bar";
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Key7 = "Bar";
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-- pump
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DownLeft = "Bar";
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DownRight = "Bar";
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Center = "Bar";
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};
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-- things to blank out
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Noteskin.Hide = {
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-- ["element"] = true/false;
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};
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-- rotations
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Noteskin.BaseRotX = {
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Left = 0;
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UpLeft = 0;
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Up = 0;
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Down = 0;
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UpRight = 0;
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Right = 0;
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};
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Noteskin.BaseRotY = {
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Left = 0;
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UpLeft = 0;
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Up = 0;
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Down = 0;
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UpRight = 0;
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Right = 0;
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};
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local function NoteskinLoader()
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local Button = Var "Button"
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local Element = Var "Element"
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if Noteskin.Hide[Element] then
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-- Return a blank element. If SpriteOnly is set, we need to return a
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-- sprite; otherwise just return a dummy actor.
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local t;
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if Var "SpriteOnly" then
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t = LoadActor( "_blank" );
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else
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t = Def.Actor {};
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end
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return t .. {
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cmd(visible,false);
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};
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end;
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-- load element and button, using redirs
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local LoadElement = Noteskin.ElementRedirs[Element]
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if not LoadElement then
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LoadElement = Element;
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end;
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local LoadButton = Noteskin.ButtonRedirs[Button]
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if not LoadButton then
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LoadButton = Button;
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end;
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-- get path to thing
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local sPath = NOTESKIN:GetPath( LoadButton, LoadElement );
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-- make actor
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local t = LoadActor( sPath );
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-- apply rotation
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t.BaseRotationX=Noteskin.BaseRotX[sButton]
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t.BaseRotationY=Noteskin.BaseRotY[sButton]
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return t;
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end
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Noteskin.Load = NoteskinLoader;
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Noteskin.CommonLoad = NoteskinLoader;
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-- from scratch, with various references.
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local Noteskin = ... or {};
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-- element redirs
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Noteskin.ElementRedirs = {
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-- ["element"] = "redir_element";
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};
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-- button redirs (since this is a bar noteskin, it's all the same)
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Noteskin.ButtonRedirs = {
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-- dance
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Left = "Bar";
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UpLeft = "Bar";
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Up = "Bar";
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Down = "Bar";
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UpRight = "Bar";
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Right = "Bar";
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-- kb7
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Key1 = "Bar";
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Key2 = "Bar";
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Key3 = "Bar";
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Key4 = "Bar";
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Key5 = "Bar";
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Key6 = "Bar";
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Key7 = "Bar";
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-- pump
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DownLeft = "Bar";
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DownRight = "Bar";
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Center = "Bar";
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};
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-- things to blank out
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Noteskin.Hide = {
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-- ["element"] = true/false;
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};
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-- rotations
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Noteskin.BaseRotX = {
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Left = 0;
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UpLeft = 0;
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Up = 0;
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Down = 0;
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UpRight = 0;
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Right = 0;
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};
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Noteskin.BaseRotY = {
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Left = 0;
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UpLeft = 0;
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Up = 0;
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Down = 0;
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UpRight = 0;
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Right = 0;
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};
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local function NoteskinLoader()
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local Button = Var "Button"
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local Element = Var "Element"
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if Noteskin.Hide[Element] then
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-- Return a blank element. If SpriteOnly is set, we need to return a
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-- sprite; otherwise just return a dummy actor.
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local t;
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if Var "SpriteOnly" then
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t = LoadActor( "_blank" );
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else
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t = Def.Actor {};
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end
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return t .. {
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cmd(visible,false);
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};
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end;
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-- load element and button, using redirs
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local LoadElement = Noteskin.ElementRedirs[Element]
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if not LoadElement then
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LoadElement = Element;
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end;
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local LoadButton = Noteskin.ButtonRedirs[Button]
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if not LoadButton then
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LoadButton = Button;
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end;
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-- get path to thing
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local sPath = NOTESKIN:GetPath( LoadButton, LoadElement );
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-- make actor
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local t = LoadActor( sPath );
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-- apply rotation
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t.BaseRotationX=Noteskin.BaseRotX[sButton]
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t.BaseRotationY=Noteskin.BaseRotY[sButton]
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return t;
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end
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Noteskin.Load = NoteskinLoader;
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Noteskin.CommonLoad = NoteskinLoader;
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return Noteskin;
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@@ -1,21 +1,21 @@
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[NoteDisplay]
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HoldLetGoGrayPercent=.8
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StartDrawingHoldBodyOffsetFromHead=0
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StopDrawingHoldBodyOffsetFromTail=-32
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HoldHeadNoteColorTextureCoordSpacingX=0
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HoldHeadNoteColorTextureCoordSpacingY=0
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[ReceptorArrow]
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InitCommand=effectclock,"beat";diffuseramp;effectcolor1,color(".8,.8,.8,1");effectcolor2,color("1,1,1,1");effecttiming,.2,0,.8,0;effectoffset,.05
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NoneCommand=finishtweening;zoom,.85;diffusealpha,.9;linear,.11;diffusealpha,1;zoom,1
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[ReceptorOverlay]
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InitCommand=diffusealpha,0
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PressCommand=finishtweening;zoom,1;blend,"BlendMode_Add";diffusealpha,.8;decelerate,0.2;diffusealpha,0.4
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LiftCommand=stoptweening;decelerate,.2;diffusealpha,0;zoom,1.2
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[HoldGhostArrow]
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HoldingOnCommand=diffusealpha,0.625;glowshift;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,.7");effectperiod,.1
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HoldingOffCommand=diffusealpha,0
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[NoteDisplay]
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HoldLetGoGrayPercent=.8
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StartDrawingHoldBodyOffsetFromHead=0
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StopDrawingHoldBodyOffsetFromTail=-32
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HoldHeadNoteColorTextureCoordSpacingX=0
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HoldHeadNoteColorTextureCoordSpacingY=0
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[ReceptorArrow]
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InitCommand=effectclock,"beat";diffuseramp;effectcolor1,color(".8,.8,.8,1");effectcolor2,color("1,1,1,1");effecttiming,.2,0,.8,0;effectoffset,.05
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NoneCommand=finishtweening;zoom,.85;diffusealpha,.9;linear,.11;diffusealpha,1;zoom,1
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[ReceptorOverlay]
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InitCommand=diffusealpha,0
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PressCommand=finishtweening;zoom,1;blend,"BlendMode_Add";diffusealpha,.8;decelerate,0.2;diffusealpha,0.4
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LiftCommand=stoptweening;decelerate,.2;diffusealpha,0;zoom,1.2
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[HoldGhostArrow]
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HoldingOnCommand=diffusealpha,0.625;glowshift;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,.7");effectperiod,.1
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HoldingOffCommand=diffusealpha,0
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InitCommand=finishtweening;playcommand,"HoldingOff"
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