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Bandaid fix for GF's crying animation #44

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Jun 27, 2024
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5 changes: 5 additions & 0 deletions source/funkin/play/PlayState.hx
Original file line number Diff line number Diff line change
Expand Up @@ -2673,6 +2673,11 @@ class PlayState extends MusicBeatSubState
health += healthChange;
if (isComboBreak)
{
// BANDAID FIX: Play GF's crying animation if combo of 70 or more is broken.
// TODO: Handle this in play.character.BaseCharacter instead!
if (Highscore.tallies.combo >= 70)
currentStage.getGirlfriend().playAnimation('drop70', true);

// Break the combo, but don't increment tallies.misses.
if (Highscore.tallies.combo >= 10) comboPopUps.displayCombo(0);
Highscore.tallies.combo = 0;
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6 changes: 6 additions & 0 deletions source/funkin/play/character/BaseCharacter.hx
Original file line number Diff line number Diff line change
Expand Up @@ -519,6 +519,12 @@ 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?
*/
else if (event.note.noteData.getMustHitNote() && characterType == GF)
{
var dropAnim = '';
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