various theme changes by Midiman and myself.
This commit is contained in:
@@ -72,7 +72,17 @@ local SmoothBezier =
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function Actor:smooth(t)
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self:tween( t, "TweenType_Bezier", SmoothBezier );
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end
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-- SSC Additions
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local DropBezier =
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{
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0 , 0,
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1/3 , 1,
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2/3 , 0.5,
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1 , 1,
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}
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function Actor:drop(t)
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self:tween( t, "TweenType_Bezier", DropBezier );
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end
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-- Hide if b is true, but don't unhide if b is false.
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function Actor:hide_if(b)
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if b then
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@@ -135,18 +145,6 @@ function Actor:Center()
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self:y(SCREEN_CENTER_Y);
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end;
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-- SSC Additions
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local DropBezier =
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{
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0 , 0,
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8/16 , 1,
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12/16 , 0.5,
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16/16 , 1,
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}
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function Actor:drop(t)
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self:tween( t, "TweenType_Bezier", DropBezier );
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end
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-- (c) 2006 Glenn Maynard
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-- All rights reserved.
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--
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@@ -5,26 +5,26 @@ Colors = {
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-- UI Colors
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-- These colors are common to the theme interface and should be used
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-- often to make use of these efficiently.
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Enabled = nilColor,
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Disabled = nilColor,
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Focused = nilColor,
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Outline = nilColor,
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Shadow = nilColor,
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Important = nilColor,
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Reward = nilColor,
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Enabled = nilColor,
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Disabled = nilColor,
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Focused = nilColor,
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Outline = nilColor,
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Shadow = nilColor,
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Important = nilColor,
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Reward = nilColor,
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Special = color("#f7941d"),
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-- Global Colors
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-- These colors are usually tied to colors that shouldn't change that
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-- much throughout themes, but should be easily accessible.
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-- ( Do note that I want to remove '*Color' entirely, it'll look neater )
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Player = {
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Player = {
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P1 = color("#ef403d"),
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P2 = color("#0089cf"),
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},
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Difficulty = {
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--[[ These are for 'Custom' Difficulty Ranks. It can be very
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useful in some cases, especially to apply new colors for
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stuff you couldn't before ]]
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Difficulty = {
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--[[ These are for 'Custom' Difficulty Ranks. It can be very useful
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in some cases, especially to apply new colors for stuff you
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couldn't before. (huh? -aj) ]]
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Beginner = color("#ff32f8"), -- light cyan
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Easy = color("#2cff00"), -- green
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Medium = color("#fee600"), -- yellow
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@@ -33,8 +33,8 @@ Colors = {
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Edit = color("0.8,0.8,0.8,1"), -- gray
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Couple = color("#ed0972"), -- hot pink
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Routine = color("#ff9a00"), -- orange
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--[[ These are for courses, so let's slap them here incase someone
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you wanted to use Difficulty in Course and Step regions ]]
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--[[ These are for courses, so let's slap them here in case someone
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wanted to use Difficulty in Course and Step regions. ]]
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Difficulty_Beginner = color("0.0,0.9,1.0,1"), -- purple
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Difficulty_Easy = color("0.9,0.9,0.0,1"), -- green
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Difficulty_Medium = color("1.0,0.1,0.1,1"), -- yellow
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@@ -1,10 +1,14 @@
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function Sprite:LoadFromSongBanner(song)
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local Path = song:GetBannerPath()
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if not Path then
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Path = THEME:GetPathG("Common","fallback banner")
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end
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if song then
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local Path = song:GetBannerPath()
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if not Path then
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Path = THEME:GetPathG("Common","fallback banner")
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end
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self:LoadBanner( Path )
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self:LoadBanner( Path )
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else
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self:LoadBanner( THEME:GetPathG("Common","fallback banner") )
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end;
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end
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function Sprite:LoadFromSongBackground(song)
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@@ -278,7 +278,7 @@ function SpeedMods()
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end;
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--[[
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Copyright © 2008-2009 AJ Kelly/KKI Labs.
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Copyright © 2008-2009 AJ Kelly/KKI Labs.
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Use freely, so long this notice and the above documentation remains.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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@@ -121,6 +121,12 @@ function tobool(v)
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end;
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function pname(pn) return ToEnumShortString(pn); end;
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-- from http://ardoris.wordpress.com/2008/11/07/rounding-to-a-certain-number-of-decimal-places-in-lua/
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function round(what, precision)
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return math.floor(what*math.pow(10,precision)+0.5) / math.pow(10,precision)
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end
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--[[ end helper functions ]]
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-- this code is in the public domain.
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@@ -161,121 +167,4 @@ function ComboMaintain()
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para = "TapNoteScore_W4",
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};
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return Maintain[sGame]
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end;
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function ComboPerRow()
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sGame = GAMESTATE:GetCurrentGame():GetName();
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if sGame == "pump" then
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return true;
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elseif GAMESTATE:GetPlayMode() == "PlayMode_Oni" then
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return true;
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else return false;
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end;
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end;
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function HitCombo()
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sGame = GAMESTATE:GetCurrentGame():GetName();
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local Combo = {
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dance = "2",
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pump = "4",
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beat = "2",
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kb7 = "2",
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para = "2",
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};
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return Combo[sGame]
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end;
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function MissCombo()
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sGame = GAMESTATE:GetCurrentGame():GetName();
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local Combo = {
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dance = "2",
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pump = "4",
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beat = "",
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kb7 = "",
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para = "",
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};
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return Combo[sGame]
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end;
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function FailCombo() -- The combo that causes game failure.
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sGame = GAMESTATE:GetCurrentGame():GetName();
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local Combo = {
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dance = "30", -- ITG/Pump Pro does it this way.
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pump = "51",
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beat = "-1",
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kb7 = "-1",
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para = "-1",
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};
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return Combo[sGame]
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end;
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-- todo: use tables for some of these -aj
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function HoldTiming()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return 0;
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else return PREFSMAN:GetPreference("TimingWindowSecondsHold");
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end;
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end;
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function HoldJudgmentFail()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return cmd();
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else return cmd(finishtweening;shadowlength,0;diffusealpha,1;zoom,1;y,-10;linear,0.8;y,10;sleep,0.5;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0);
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end;
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end;
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function HoldJudgmentPass()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return cmd();
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else return cmd(finishtweening;shadowlength,0;diffusealpha,1;zoom,1.25;linear,0.3;zoomx,1;zoomy,1;sleep,0.5;linear,0.1;zoomy,0.5;zoomx,2;diffusealpha,0);
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end;
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end;
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function HoldHeadStep()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return false;
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else return true;
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end;
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end;
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function InitialHoldLife()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return 0.05;
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else return 1;
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end;
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end;
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function MaxHoldLife()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return 0.05;
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else return 1;
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end;
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end;
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function ImmediateHoldLetGo()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return false;
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else return true;
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end;
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end;
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function RollBodyIncrementsCombo()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return false;
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else return true;
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end;
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end;
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function CheckpointsTapsSeparateJudgment()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return false;
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else return true;
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end;
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end;
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function ScoreMissedHoldsAndRolls()
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if GAMESTATE:GetCurrentGame():GetName() == "pump" then
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return false;
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else return true;
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end;
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end;
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