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Result Screen stuff
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.DS_Store

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CHANGELOG.md

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# Universe Engine Changelog.
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# [Solar Engine 0.6.1](https://github.com/Team-SolarEngine/Universe-Engine-Archive/releases/tag/0.6.1)
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## Changes
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- Fixed the result screen accidentally making a camera that becomes the default draw target.
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- Fixed the result screen occasionally failing to end the song.
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- Fixed the HXCPP version used when compiling the windows build.
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# [Solar Engine 0.6.0](https://github.com/Team-SolarEngine/Universe-Engine-Archive/releases/tag/0.6.0)
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> A Universe Engine update?! in 2026???!?!? No I am not going back and fixing the changelog to reflect this one frick you - Char

assets/.DS_Store

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assets/preload/.DS_Store

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assets/preload/uescript/.DS_Store

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source/InitState.hx

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@@ -33,10 +33,7 @@ class InitState extends FlxState
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public static function validateTitle()
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{
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if (!Std.isOfType(FlxG.state, PlayState))
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{
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if (Application.current.window.title.trim().endsWith("Universe Engine")) Application.current.window.title = "Friday Night Funkin: Solar Engine"; // fix for scripts that are before this update.
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}
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if (Application.current.window.title.trim().endsWith("Universe Engine")) Application.current.window.title = "Friday Night Funkin: Solar Engine"; // fix for scripts that are before this update.
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}
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public static function validateSettings()

source/PlayState.hx

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{
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iconP1.swapOldIcon();
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}*/
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if (ClientPrefs.ueresultscreen && seenResults)
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{
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if (controls.ACCEPT)
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{
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endSong(); // just in case.
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}
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}
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callOnLuas('onUpdate', [elapsed]);
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switch (curStage)
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if (ClientPrefs.ueresultscreen && !seenResults)
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{
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seenResults = true;
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inCutscene = true;
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openSubState(new ResultScreenSubState());
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return;
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}

source/ResultScreenSubState.hx

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camResults = new FlxCamera();
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camResults.bgColor.alpha = 0;
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FlxG.cameras.add(camResults);
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FlxG.cameras.add(camResults, false);
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this.cameras = [camResults];
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hsStuff = {
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function calcRating():Float
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{
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if (hsStuff.totalPlayed == 0) return 100;
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var accuracy = (hsStuff.sicks + hsStuff.goods) / hsStuff.totalPlayed;
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return Math.floor(Math.floor((accuracy * 100) * 100) / 100);

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