292 lines
No EOL
7.8 KiB
XML
292 lines
No EOL
7.8 KiB
XML
<Mods LoadCommand = "%xero(function(self)
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--[[
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+ - tested, implemented, works fine
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/ - implemented, but not tested
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- - not implemented, not tested
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? - needs more testing
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-- c2l
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+c2l(start, ending, trunc) -- makes a chart2lua of a segment and uses that
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-- start: start beat
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-- ending: ending beat
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-- trunc: whether to include the notes at beat (ending)
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-c2l(notedata) -- uses an existing chart2lua
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-- notedata: notitg format notedata, like the automatically generated notedata from 'save area to lua'
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-- beat
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-beat(table) -- raw beat input
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-- table: beat table of every beat to fire on
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-- forl
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+forl(start, ending, add) -- acts as a for loop
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-- start, ending and add act like arguments to a for loop
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-- ways to interact with a beatobj
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+beatobj:wiggle([perc], mod) -- wiggles a mod back and forth
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-beatobj:sharpwiggle([perc], mod) -- wiggle(), but the ease is aligned with the start
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+beatobj:bounce([perc], mod) -- bounces a mod up and down
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+beatobj:onoff([perc], mod) -- turns a mod on and off
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+ beatobj:wiggle0([perc], mod)
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-beatobj:sharponoff([perc], mod) -- onoff(), but the ease is aligned with the start
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- beatobj:sharpwiggle0([perc], mod)
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-beatobj:kick([perc], mod) -- does a createReverse() version of the mod, for making kicks
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- beatobj:reverse([perc], mod)
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-beatobk:velocitymap([perc], mod) -- kick(), but without aligning the ease at 0
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-beatobj:temp([perc], mod) -- does a createTemp() version of the mod
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+beatobj:addm([perc], mod) -- adds a mod value every beat, useful for offsets
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-- perc: mod percentage, defaults to 100
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-- mod: mod name
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+beatobj:f(function(beat, i, off, len) end) -- for custom mods, runs a function for each beat
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-- beat: guess
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-- i: index of beat
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-- off: offset, is equal to i%2*2-1
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-- len: length until next beat
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+beatobj:ease(ease) -- sets an ease function for trailing functions to use
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-- ease: ease function
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+beatobj:align(a) -- aligns all ease functions with the snapping/fastest point at a
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-- a: snapping point
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+beatobj:mixease(ease1, ease2, a) -- does :ease(mixEase(ease1, ease2, a)) and :align(a)
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-- ease1: in easing function
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-- ease2: out easing function
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-- a: snapping point
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+beatobj:setl(a) -- sets a to the length of each ease
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-- a: length
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+beatobj:add(beatobj) -- merges another beatobj table
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-- beatobj: the merged beatobj
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+beatobj:clone(beat) -- clones the beat timings from the first beat onward to the beat
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-- beat: the beat to copy the rhythm to
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+beatobj:forclone(start, ending, add) -- clone(), but as a for loop
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-- start, ending and add act like arguments to a for loop
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+beatobj:filter(filterfunc) -- filters the beatobj with a filter function, return true to keep the element and false to discard it
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-- filterfunc(value, index): the filter function
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+beatobj:filtermines() -- remove all mines from the c2l
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?beatobj:merge() -- merge beats that are on the same beat and column
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+beatobj:aggressivemerge() -- merge beats that are on the same beat
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]]
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local function copyTable(datatable)
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local tblRes = {}
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if type(datatable) == 'table' then
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for k,v in pairs(datatable) do tblRes[k]=copyTable(v) end
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else
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tblRes=datatable
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end
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return tblRes
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end
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local function mixEase(e1, e2, point)
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if not point then point = 0.5 end
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return function(a)
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if a < point then
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return e1(a / point) * point
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else
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return e2((a - point) / (1 - point)) * (1 - point) + point
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end
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end
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end
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local beatobjTemplate = {
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_beats = {},
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_ease = inOutCirc,
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_align = 0.5,
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_length = 1,
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-- setters
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setl = function(self, a) self._length = a; return self end,
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ease = function(self, a) self._ease = a; return self end,
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align = function(self, a) self._align = a; return self end,
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-- almost setters but not quite
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add = function(self, add)
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for i,b in ipairs(add._beats) do
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table.insert(self._beats, b)
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end
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return self
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end,
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mixease = function(self, e1, e2, a)
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self._ease = mixEase(e1, e2, a)
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self._align = a
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return self
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end,
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-- meta / manipulators
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filter = function(self, filterfunc)
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local beats = {}
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for i,v in ipairs(self._beats) do
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local check = filterfunc(v, i)
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if check then table.insert(beats, v) end
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end
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self._beats = beats
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return self
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end,
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filtermines = function(self)
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self = self:filter(function(v) return v[3] ~= 'M' end)
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return self
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end,
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f = function(self, forfunc)
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for i,v in ipairs(self._beats) do
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-- function(beat, i, off, len)
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forfunc(v[1], i, i%2*2-1, (self._beats[i + 1] or {v[1] + self._length})[1] - v[1])
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end
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return self
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end,
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clone = function(self, beat)
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local newbeats = copyTable(self._beats)
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for i,v in ipairs(self._beats) do
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local newv = {}
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newv[1] = v[1] - self._beats[1][1] + beat
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print(newv[1])
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table.insert(newbeats, newv)
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end
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self._beats = newbeats
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return self
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end,
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forclone = function(self, start, ending, add)
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add = add or 1
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local oldself = copyTable(self)
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for i = start, ending, add do
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self = self:add(oldself:clone(i))
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end
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return self
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end,
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merge = function(self)
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local seen = {}
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local merged = {}
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for _,v in ipairs(self._beats) do
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local doMerge = true
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for _,s in ipairs(seen) do
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if v[1] == s[1] and ((v[2] == nil or s[2] == nil) or v[2] == s[2]) then
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doMerge = false
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end
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end
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if doMerge then table.insert(merged, v) end
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table.insert(seen, {v[1], v[2]})
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end
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self._beats = merged
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return self
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end,
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aggressivemerge = function(self)
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local seen = {}
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local merged = {}
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for _,v in ipairs(self._beats) do
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local doMerge = true
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for _,s in ipairs(seen) do
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if v[1] == s[1] then
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doMerge = false
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end
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end
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if doMerge then table.insert(merged, v) end
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table.insert(seen, {v[1], v[2]})
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end
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self._beats = merged
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return self
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end,
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-- mods
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wiggle = function(self, perc, mod)
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if mod == nil then mod = perc; perc = 100 end
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for i,v in ipairs(self._beats) do
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local len = self._length
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local off = i%2*2-1
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ease {v[1] - len / (1 / self._align), len, self._ease, perc * off, mod}
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end
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return self
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end,
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onoff = function(self, perc, mod)
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if mod == nil then mod = perc; perc = 100 end
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for i,v in ipairs(self._beats) do
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local len = self._length
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local off = i%2
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ease {v[1] - len / (1 / self._align), len, self._ease, perc * off, mod}
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end
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return self
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end,
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addm = function(self, perc, mod)
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if mod == nil then mod = perc; perc = 100 end
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for i,v in ipairs(self._beats) do
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local len = self._length
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add {v[1] - len / (1 / self._align), len, self._ease, perc, mod}
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end
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return self
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end,
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bounce = function(self, perc, mod)
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if mod == nil then mod = perc; perc = 100 end
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local function bounceease(a)
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if a < 0.5 then
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return (self._ease(a + 0.5) - 0.5) / 0.5
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else
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return 1 - (self._ease(a - 0.5) / 0.5)
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end
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end
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for i,v in ipairs(self._beats) do
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local len = self._length
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ease {v[1], len, bounceease, perc, mod}
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end
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return self
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end
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}
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-- aliases
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beatobjTemplate.wiggle0 = beatobjTemplate.onoff
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function c2l(start, ending, trunc)
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local self = copyTable(beatobjTemplate)
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self._beats = P1:GetNoteData(start, ending)
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return self
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end
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function forl(start, ending, add)
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add = add or 1
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local self = copyTable(beatobjTemplate)
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local v = {}
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for i = start, ending, add do
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table.insert(v, {i})
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end
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self._beats = v
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return self
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end
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end)"
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Type = "ActorFrame"/> |