feat: instant song skip
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@ -15,6 +15,7 @@ namespace MU3.Sequence;
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public class patch_PlayMusic : PlayMusic {
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private static readonly TimeSpan HOLD_DURATION = TimeSpan.FromSeconds(1.0f);
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private static readonly TimeSpan ROLL_DURATION = TimeSpan.FromSeconds(0.5f);
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public static bool QuickSkip = false;
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private GameEngine _gameEngine;
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private SessionInfo _sessionInfo;
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private bool _isRolling;
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@ -23,9 +24,7 @@ public class patch_PlayMusic : PlayMusic {
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private bool _isHoldingAck;
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private DateTime _holdingStartTime;
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private float enemyPosX;
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private patch_NotesManager ntMgr => (patch_NotesManager) _gameEngine?.notesManager;
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private extern void orig_Execute_Play();
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public static double FadeOut(double progress, double min, double max) {
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@ -88,7 +87,13 @@ public class patch_PlayMusic : PlayMusic {
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if(Singleton<UIInput>.instance.getStateOn(UIInput.Key.MenuRight)) {
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StartRolling();
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} else {
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ntMgr.forceDamage(damage: 100);
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QuickSkip = true;
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setNextState(EState.End);
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destroy();
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ntMgr.stopPlay();
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_gameEngine.destroyAllies();
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_gameEngine.finishGame();
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_gameEngine.playFinish();
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}
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}
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} else {
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35
BetterGiveUp/MU3/patch_Scene_37_Result.cs
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35
BetterGiveUp/MU3/patch_Scene_37_Result.cs
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@ -0,0 +1,35 @@
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#pragma warning disable CS0626
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#pragma warning disable CS0649
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#pragma warning disable IDE0051
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#pragma warning disable IDE1006
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using MU3.Sequence;
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using MU3.Util;
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namespace MU3;
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public class patch_Scene_37_Result : Scene_37_Result {
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private Mode<Scene_37_Result, State> mode_;
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private extern void orig_Init_Init();
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private enum State {
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Init,
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Score,
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Assignment,
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ReleaseMaster,
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GetMusic,
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UnlockScenario,
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Event,
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MemoryChapterEvent,
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CardCharaUp,
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CardCharaWaitSkip,
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CardCharaEnd,
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End
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}
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private void Init_Init() {
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orig_Init_Init();
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if(patch_PlayMusic.QuickSkip) {
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mode_.set(State.End);
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}
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}
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}
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36
BetterGiveUp/MU3/patch_Scene_38_End.cs
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36
BetterGiveUp/MU3/patch_Scene_38_End.cs
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@ -0,0 +1,36 @@
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#pragma warning disable CS0626
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#pragma warning disable CS0649
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#pragma warning disable CS0414
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#pragma warning disable IDE0051
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#pragma warning disable IDE1006
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using MU3.Sequence;
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using MU3.Util;
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namespace MU3;
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public class patch_Scene_38_End : Scene_38_End {
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private Mode<Scene_38_End, State> mode_;
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private extern void orig_Init_Init();
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private int result_;
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private enum State {
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Init,
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Continue,
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SendResultContinue,
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EndContinue,
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ForceLogout,
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ConsumeGP,
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End,
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WaitDestroy
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}
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private void Init_Init() {
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orig_Init_Init();
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if(patch_PlayMusic.QuickSkip) {
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result_ = 0;
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mode_.set(State.End);
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patch_PlayMusic.QuickSkip = false;
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}
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}
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}
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15
README.md
15
README.md
@ -1,16 +1,21 @@
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## µ3 mods
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Miscellaneous mods for µ3/SDDT for my personal use.
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Miscellaneous mods for µ3/SDDT; mainly for my personal use, though suggestions/PRs are welcome.
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### BetterGiveUp
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Hold down the evil red menu button for 1 second to give up, or the friendlier yellow button to restart. Based on GiveUp, but Better (impossible to misclick).
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Enables these buttons in music play:
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* Red menu: instant return to song select
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* Yellow menu: instant restart
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To avoid misclicks, you have to hold the button down for 1 second. Based on GiveUp, but Better.
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### ExportChartData
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Export some useful chart data into a dollar-separated file (charts.csv) when the game launches.
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Exports some useful chart data into a dollar-separated file (charts.csv) when the game launches.
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### NaiveRating
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Replace the in-game rating algorithm (OldBest30+NewBest15+Recent10) with Best45.
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This change is client-side and immediate, but **the server will acknowledge it**. I host my own server and don't care, but you have been warned.
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Replaces the in-game rating algorithm (OldBest30+NewBest15+Recent10) with Best45.
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This change is client-side and immediate, but the server **will** acknowledge it. I host my own server and don't care, but you have been warned.
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