Revert "Handle noteskin lua. Thanks to Jousway."
This reverts commit 1532c4e5ab.
This commit is contained in:
@@ -3,12 +3,7 @@ local t = Def.ActorFrame {
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Texture="_arrow";
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Frame0000=7;
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Delay0000=1;
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InitCommand=function(self)
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self:animate(false);
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self:pulse();
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self:effectclock("beat");
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self:effectmagnitude(0.9, 1, 1);
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end;
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InitCommand=cmd(animate,false;pulse;effectclock,"beat";effectmagnitude,0.9,1,1);
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};
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};
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return t;
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@@ -8,53 +8,25 @@ local t = Def.ActorFrame {
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Texture="_circle";
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Frame0000=0;
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Delay0000=1;
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InitCommand=function(self)
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self:y(15);
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self:effectclock("beat");
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self:diffuseramp();
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self:effectcolor1(color("1,1,1,0"));
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self:effectcolor2(color("1,1,1,0.35"));
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self:effectoffset(0);
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end;
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InitCommand=cmd(y,15;effectclock,"beat";diffuseramp;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,0.35");effectoffset,0);
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};
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Def.Sprite {
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Texture="_circle";
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Frame0000=0;
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Delay0000=1;
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InitCommand=function(self)
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self:y(5);
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self:effectclock("beat");
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self:diffuseramp();
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self:effectcolor1(color("1,1,1,0"));
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self:effectcolor2(color("1,1,1,0.35"));
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self:effectoffset(0.25);
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end;
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InitCommand=cmd(y,5;effectclock,"beat";diffuseramp;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,0.35");effectoffset,0.25);
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};
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Def.Sprite {
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Texture="_circle";
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Frame0000=0;
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Delay0000=1;
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InitCommand=function(self)
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self:y(-5);
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self:effectclock("beat");
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self:diffuseramp();
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self:effectcolor1(color("1,1,1,0"));
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self:effectcolor2(color("1,1,1,0.35"));
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self:effectoffset(0.5);
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end;
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InitCommand=cmd(y,-5;effectclock,"beat";diffuseramp;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,0.35");effectoffset,0.5);
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};
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Def.Sprite {
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Texture="_circle";
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Frame0000=0;
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Delay0000=1;
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InitCommand=function(self)
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self:y(-15);
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self:effectclock("beat");
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self:diffuseramp();
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self:effectcolor1(color("1,1,1,0"));
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self:effectcolor2(color("1,1,1,0.35"));
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self:effectoffset(0.75);
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end;
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InitCommand=cmd(y,-15;effectclock,"beat";diffuseramp;effectcolor1,color("1,1,1,0");effectcolor2,color("1,1,1,0.35");effectoffset,0.75);
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};
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};
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return t;
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@@ -1,13 +1,11 @@
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use function(self) end; to define command.
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
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--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
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--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath("_Center", "Go Receptor" );
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InitCommand=function(self)
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self:effectclock("beat");
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end;
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InitCommand=cmd(effectclock,"beat");
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NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
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PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
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LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
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@@ -1,13 +1,11 @@
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use function(self) end; to define command.
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
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--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
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--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath("_Down", "Go Receptor" );
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InitCommand=function(self)
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self:effectclock("beat");
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end;
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InitCommand=cmd(effectclock,"beat");
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NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
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PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
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LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
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@@ -1,13 +1,11 @@
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use function(self) end; to define command.
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
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--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
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--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath("_DownLeft", "Go Receptor" );
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InitCommand=function(self)
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self:effectclock("beat");
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end;
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InitCommand=cmd(effectclock,"beat");
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NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
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PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
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LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
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@@ -1,13 +1,11 @@
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use function(self) end; to define command.
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
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--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
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--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath("_Center", "Go Receptor" );
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InitCommand=function(self)
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self:effectclock("beat");
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end;
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InitCommand=cmd(effectclock,"beat");
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NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
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PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
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LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
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@@ -1,13 +1,11 @@
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use function(self) end; to define command.
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
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--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
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--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath("_Down", "Go Receptor" );
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InitCommand=function(self)
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self:effectclock("beat");
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end;
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InitCommand=cmd(effectclock,"beat");
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NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
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PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
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LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
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@@ -1,13 +1,11 @@
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use function(self) end; to define command.
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--If a Command has "NOTESKIN:GetMetricA" in it, that means it gets the command from the metrics.ini, else use cmd(); to define command.
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--If you dont know how "NOTESKIN:GetMetricA" works here is an explanation.
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--NOTESKIN:GetMetricA("The [Group] in the metrics.ini", "The actual Command to fallback on in the metrics.ini");
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath("_DownLeft", "Go Receptor" );
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InitCommand=function(self)
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self:effectclock("beat");
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end;
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InitCommand=cmd(effectclock,"beat");
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NoneCommand=NOTESKIN:GetMetricA("ReceptorArrow", "NoneCommand");
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PressCommand=NOTESKIN:GetMetricA("ReceptorArrow", "PressCommand");
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LiftCommand=NOTESKIN:GetMetricA("ReceptorArrow", "LiftCommand");
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@@ -1,6 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Down','Hold Head Active');
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InitCommand=function(self)
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self:diffuse(color("0.5,0.5,0.5,1"));
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end;
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Down','Hold Head Active');
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InitCommand=cmd(diffuse,color("0.5,0.5,0.5,1"));
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};
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@@ -1,6 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Down','Roll Head Active');
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InitCommand=function(self)
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self:diffuse(color("0.5,0.5,0.5,1"));
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end;
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Down','Roll Head Active');
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InitCommand=cmd(diffuse,color("0.5,0.5,0.5,1"));
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};
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@@ -1,13 +1,9 @@
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap mine' );
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Frame0000=0;
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Delay0000=1;
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InitCommand=function(self)
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self:spin();
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self:effectclock('beat');
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self:effectmagnitude(0, 0, -180);
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end;
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};
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};
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return t;
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local t = Def.ActorFrame {
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Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap mine' );
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Frame0000=0;
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Delay0000=1;
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InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-180);
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};
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};
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return t;
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@@ -1,6 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Left','Hold BottomCap Active');
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InitCommand=function(self)
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self:diffuse(color("0.5,0.5,0.5,0.5"));
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end;
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Left','Hold BottomCap Active');
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InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
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};
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@@ -1,6 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Left','Roll BottomCap Active');
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InitCommand=function(self)
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self:diffuse(color("0.5,0.5,0.5,0.5"));
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end;
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Left','Roll BottomCap Active');
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InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
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};
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@@ -1,6 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Up','Hold BottomCap Active');
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InitCommand=function(self)
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self:diffuse(color("0.5,0.5,0.5,0.5"));
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end;
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Up','Hold BottomCap Active');
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InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
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};
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@@ -1,6 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Up','Roll BottomCap Active');
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InitCommand=function(self)
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self:diffuse(color("0.5,0.5,0.5,0.5"));
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end;
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Up','Roll BottomCap Active');
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InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
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};
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@@ -1,6 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Down','Hold Head Active');
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InitCommand=function(self)
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self:diffuse(color("0.5,0.5,0.5,1"));
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end;
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InitCommand=cmd(diffuse,color("0.5,0.5,0.5,1"));
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};
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@@ -1,6 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Down','Roll Head Active');
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InitCommand=function(self)
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self:diffuse(color("0.5,0.5,0.5,1"));
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end;
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InitCommand=cmd(diffuse,color("0.5,0.5,0.5,1"));
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};
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@@ -3,11 +3,7 @@ local t = Def.ActorFrame {
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Texture=NOTESKIN:GetPath( '_down', 'tap mine' );
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Frame0000=0;
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Delay0000=1;
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InitCommand=function(self)
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self:spin();
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self:effectclock('beat');
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self:effectmagnitude(0, 0, -180);
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end;
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InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-180);
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};
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};
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return t;
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@@ -1,6 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Left','Hold BottomCap Active');
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InitCommand=function(self)
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self:diffuse(color("0.5,0.5,0.5,0.5"));
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end;
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InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
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};
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@@ -1,6 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Left','Roll BottomCap Active');
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InitCommand=function(self)
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self:diffuse(color("0.5,0.5,0.5,0.5"));
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end;
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InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
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};
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@@ -1,6 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Up','Hold BottomCap Active');
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InitCommand=function(self)
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self:diffuse(color("0.5,0.5,0.5,0.5"));
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end;
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InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
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};
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@@ -1,6 +1,4 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath('Up','Roll BottomCap Active');
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InitCommand=function(self)
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self:diffuse(color("0.5,0.5,0.5,0.5"));
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end;
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InitCommand=cmd(diffuse,color("0.5,0.5,0.5,0.5"));
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};
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@@ -3,11 +3,7 @@ local t = Def.ActorFrame {
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Texture=NOTESKIN:GetPath( '_down', 'tap mine' );
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Frame0000=0;
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Delay0000=1;
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InitCommand=function(self)
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self:spin();
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self:effectclock('beat');
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self:effectmagnitude(0, 0, -180);
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end;
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InitCommand=cmd(spin;effectclock,'beat';effectmagnitude,0,0,-180);
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};
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};
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return t;
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@@ -1,9 +1,7 @@
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return Def.Sprite {
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Texture=NOTESKIN:GetPath( '_down', 'tap note' );
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Frames = Sprite.LinearFrames( 8, 1 );
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InitCommand=function(self)
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self:setstate(2);
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end;
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InitCommand=cmd(setstate,2);
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DrawTapNoteMessageCommand=function(self,parent)
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parent:spin();
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end;
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@@ -1,5 +1,3 @@
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return LoadActor("Down Tap Explosion Bright")..{
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CheckpointHitCommand=function(self)
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self:diffusealpha(0);
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end;
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CheckpointHitCommand=cmd(diffusealpha,0);
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};
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@@ -1,5 +1,3 @@
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return LoadActor("UpLeft Tap Explosion Bright")..{
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CheckpointHitCommand=function(self)
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self:diffusealpha(0);
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end;
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CheckpointHitCommand=cmd(diffusealpha,0);
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};
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@@ -61,9 +61,7 @@ local function NoteskinLoader()
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t = Def.Actor {};
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end
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return t .. {
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function(self)
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self:visible(false);
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end;
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cmd(visible,false);
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};
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end;
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@@ -1,5 +1,3 @@
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return LoadActor("_bar hold explosion bright")..{
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CheckpointHitCommand=function(self)
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self:diffusealpha(0);
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end;
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CheckpointHitCommand=cmd(diffusealpha,0);
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};
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@@ -1,5 +1,3 @@
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return LoadActor("_bar hold explosion bright")..{
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CheckpointHitCommand=function(self)
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self:diffusealpha(0);
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end;
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CheckpointHitCommand=cmd(diffusealpha,0);
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};
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@@ -1,5 +1,3 @@
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return LoadActor("_bar hold explosion bright")..{
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CheckpointHitCommand=function(self)
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self:diffusealpha(0);
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end;
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CheckpointHitCommand=cmd(diffusealpha,0);
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};
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@@ -1,5 +1,3 @@
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return LoadActor("_bar hold explosion bright")..{
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CheckpointHitCommand=function(self)
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self:diffusealpha(0);
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end;
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CheckpointHitCommand=cmd(diffusealpha,0);
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};
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@@ -66,9 +66,7 @@ local function NoteskinLoader()
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t = Def.Actor {};
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end
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return t .. {
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function(self)
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self:visible(false);
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end;
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cmd(visible,false);
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};
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end;
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Reference in New Issue
Block a user