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https://github.com/ppy/osu
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Add comments and clean up code.
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@ -31,24 +31,23 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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var hitObject = (OsuHitObject) drawable.HitObject;
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Vector2 origPos;
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if (hitObject is RepeatPoint rp)
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{
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// repeat points get their position data from the slider.
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if (hitObject is RepeatPoint)
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return;
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}
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else
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{
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origPos = drawable.Position;
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}
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using (drawable.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimeFadeIn - 1000, true))
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Vector2 originalPosition = drawable.Position;
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// avoiding that the player can see the abroupt move.
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const int pre_time_offset = 1000;
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using (drawable.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimeFadeIn - pre_time_offset, true))
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{
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drawable
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.MoveToOffset(new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * 250)
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.MoveTo(origPos, hitObject.TimeFadeIn + 1000, Easing.InOutSine);
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.MoveTo(originalPosition, hitObject.TimeFadeIn + pre_time_offset, Easing.InOutSine);
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}
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// That way slider ticks come all from the same direction.
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if (hitObject is HitCircle || hitObject is Slider)
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theta += 0.4f;
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}
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