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https://github.com/ppy/osu
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Move Kiai bool to HitObject.
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@ -29,19 +29,5 @@ namespace osu.Game.Rulesets.Taiko.Objects
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/// Strong hit objects give more points for hitting the hit object with both keys.
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/// </summary>
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public bool IsStrong;
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/// <summary>
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/// Whether this HitObject is in Kiai time.
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/// </summary>
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public bool Kiai { get; protected set; }
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public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaults(controlPointInfo, difficulty);
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EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
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Kiai |= effectPoint.KiaiMode;
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}
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}
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}
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}
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@ -30,6 +30,11 @@ namespace osu.Game.Rulesets.Objects
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/// </summary>
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public SampleInfoList Samples = new SampleInfoList();
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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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public bool Kiai { get; private set; }
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/// <summary>
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/// Applies default values to this HitObject.
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/// </summary>
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@ -38,6 +43,9 @@ namespace osu.Game.Rulesets.Objects
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public virtual void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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SoundControlPoint soundPoint = controlPointInfo.SoundPointAt(StartTime);
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EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
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Kiai |= effectPoint.KiaiMode;
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// Initialize first sample
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Samples.ForEach(s => initializeSampleInfo(s, soundPoint));
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