diff --git a/source/funkin/play/PlayState.hx b/source/funkin/play/PlayState.hx index e392dbfed4..bd5489fc2f 100644 --- a/source/funkin/play/PlayState.hx +++ b/source/funkin/play/PlayState.hx @@ -861,19 +861,6 @@ class PlayState extends MusicBeatSubState public override function draw():Void { - // if (FlxG.renderBlit) - // { - // camGame.fill(BACKGROUND_COLOR); - // } - // else if (FlxG.renderTile) - // { - // FlxG.log.warn("PlayState background not displayed properly on tile renderer!"); - // } - // else - // { - // FlxG.log.warn("PlayState background not displayed properly, unknown renderer!"); - // } - super.draw(); } diff --git a/source/funkin/play/character/BaseCharacter.hx b/source/funkin/play/character/BaseCharacter.hx index 9c0db9f383..2d577c9b2a 100644 --- a/source/funkin/play/character/BaseCharacter.hx +++ b/source/funkin/play/character/BaseCharacter.hx @@ -181,6 +181,7 @@ class BaseCharacter extends Bopper this.characterName = _data.name; this.name = _data.name; this.danceEvery = _data.danceEvery; + this.singTimeSteps = _data.singTime; this.globalOffsets = _data.offsets; this.flipX = _data.flipX; @@ -522,8 +523,8 @@ class BaseCharacter extends Bopper // If the note is from the same strumline, play the sing animation. this.playSingAnimation(event.note.noteData.getDirection(), true); } - - /** + + /** * This GF animation code only runs when the player lets a note fly off the screen. * Run this for all combo breaks instead (bad/shit). * Maybe add a new public function called onComboBreak in play.stage.Bopper? diff --git a/source/funkin/play/stage/Bopper.hx b/source/funkin/play/stage/Bopper.hx index 262aff7bca..edb9765f39 100644 --- a/source/funkin/play/stage/Bopper.hx +++ b/source/funkin/play/stage/Bopper.hx @@ -200,12 +200,12 @@ class Bopper extends StageProp implements IPlayStateScriptedClass { if (hasDanced) { - trace('DanceRight (alternate)'); + // trace('DanceRight (alternate)'); playAnimation('danceRight$idleSuffix', forceRestart); } else { - trace('DanceLeft (alternate)'); + // trace('DanceLeft (alternate)'); playAnimation('danceLeft$idleSuffix', forceRestart); } hasDanced = !hasDanced;