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https://github.com/ppy/osu
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Avoid using osuTK constants; Use MathF
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@ -289,7 +289,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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float nextSingle(float max = 1f) => (float)(rng.NextDouble() * max);
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float nextSingle(float max = 1f) => (float)(rng.NextDouble() * max);
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var direction = MathHelper.TwoPi * nextSingle();
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const float two_pi = MathF.PI * 2;
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var direction = two_pi * nextSingle();
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var maxComboIndex = hitObjects.Last().ComboIndex;
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var maxComboIndex = hitObjects.Last().ComboIndex;
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for (var i = 0; i < hitObjects.Count; i++)
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for (var i = 0; i < hitObjects.Count; i++)
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@ -312,14 +314,14 @@ namespace osu.Game.Rulesets.Osu.Mods
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do
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do
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{
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{
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if (tryCount > 0) direction = MathHelper.TwoPi * nextSingle();
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if (tryCount > 0) direction = two_pi * nextSingle();
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var relativePos = new Vector2(
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var relativePos = new Vector2(
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distance * (float)Math.Cos(direction),
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distance * MathF.Cos(direction),
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distance * (float)Math.Sin(direction)
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distance * MathF.Sin(direction)
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);
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);
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relativePos = getRotatedVector(lastPos, relativePos);
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relativePos = getRotatedVector(lastPos, relativePos);
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direction = (float)Math.Atan2(relativePos.Y, relativePos.X);
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direction = MathF.Atan2(relativePos.Y, relativePos.X);
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var newPosition = Vector2.Add(lastPos, relativePos);
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var newPosition = Vector2.Add(lastPos, relativePos);
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@ -332,9 +334,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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} while (distance >= obj.Radius * 2 && isOverlappingWithRecent(hitObjects, i));
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} while (distance >= obj.Radius * 2 && isOverlappingWithRecent(hitObjects, i));
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if (obj.LastInCombo)
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if (obj.LastInCombo)
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direction = MathHelper.TwoPi * nextSingle();
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direction = two_pi * nextSingle();
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else
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else
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direction += distance / distance_cap * (nextSingle() * MathHelper.TwoPi - MathHelper.Pi);
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direction += distance / distance_cap * (nextSingle() * two_pi - MathF.PI);
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}
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}
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}
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}
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