mirror of https://github.com/ppy/osu
Moved X clamping from X to EffectiveX
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18fe37bb22
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@ -34,7 +34,7 @@ public abstract class CatchHitObject : HitObject, IHasPosition, IHasComboInforma
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[JsonIgnore]
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public float X
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{
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set => originalX.Value = Math.Clamp(value, 0, CatchPlayfield.WIDTH);
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set => originalX.Value = value;
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}
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private HitObjectProperty<float> xOffset;
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@ -70,7 +70,7 @@ public float OriginalX
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/// This value is the original <see cref="X"/> value plus the offset applied by the beatmap processing.
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/// Use <see cref="OriginalX"/> if a value not affected by the offset is desired.
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/// </remarks>
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public float EffectiveX => OriginalX + XOffset;
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public float EffectiveX => Math.Clamp(OriginalX + XOffset, 0, CatchPlayfield.WIDTH);
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public double TimePreempt { get; set; } = 1000;
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