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Write out DifficultyControlPoint
s into HitObject
s
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parent
cdd0262ca1
commit
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@ -68,6 +68,8 @@ namespace osu.Game.Rulesets.Objects
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public SampleControlPoint SampleControlPoint;
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public DifficultyControlPoint DifficultyControlPoint;
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/// <summary>
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/// Whether this <see cref="HitObject"/> is in Kiai time.
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/// </summary>
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@ -110,10 +112,12 @@ namespace osu.Game.Rulesets.Objects
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{
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// This is done here since ApplyDefaultsToSelf may be used to determine the end time
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SampleControlPoint = legacyInfo.SamplePointAt(this.GetEndTime() + control_point_leniency);
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DifficultyControlPoint = legacyInfo.DifficultyPointAt(StartTime);
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}
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else
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{
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SampleControlPoint ??= SampleControlPoint.DEFAULT;
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DifficultyControlPoint ??= DifficultyControlPoint.DEFAULT;
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}
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nestedHitObjects.Clear();
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@ -43,9 +43,8 @@ namespace osu.Game.Rulesets.Objects.Legacy
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
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double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
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double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier * DifficultyControlPoint.SpeedMultiplier;
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Velocity = scoringDistance / timingPoint.BeatLength;
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}
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