mirror of https://github.com/ppy/osu
236 lines
8.6 KiB
C#
236 lines
8.6 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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using osu.Game.Rulesets.Catch.MathUtils;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Catch.Beatmaps
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{
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public class CatchBeatmapProcessor : BeatmapProcessor
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{
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public const int RNG_SEED = 1337;
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public CatchBeatmapProcessor(IBeatmap beatmap)
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: base(beatmap)
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{
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}
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public override void PostProcess()
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{
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base.PostProcess();
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ApplyPositionOffsets(Beatmap);
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initialiseHyperDash((List<CatchHitObject>)Beatmap.HitObjects);
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int index = 0;
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foreach (var obj in Beatmap.HitObjects.OfType<CatchHitObject>())
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{
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obj.IndexInBeatmap = index++;
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if (obj.LastInCombo && obj.NestedHitObjects.LastOrDefault() is IHasComboInformation lastNested)
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lastNested.LastInCombo = true;
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}
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}
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public static void ApplyPositionOffsets(IBeatmap beatmap, params Mod[] mods)
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{
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var rng = new FastRandom(RNG_SEED);
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bool shouldApplyHardRockOffset = mods.Any(m => m is ModHardRock);
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float? lastPosition = null;
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double lastStartTime = 0;
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foreach (var obj in beatmap.HitObjects)
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{
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switch (obj)
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{
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case Fruit fruit:
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if (shouldApplyHardRockOffset)
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applyHardRockOffset(fruit, ref lastPosition, ref lastStartTime, rng);
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break;
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case BananaShower bananaShower:
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foreach (var banana in bananaShower.NestedHitObjects.OfType<Banana>())
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{
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banana.X = (float)rng.NextDouble();
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rng.Next(); // osu!stable retrieved a random banana type
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rng.Next(); // osu!stable retrieved a random banana rotation
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rng.Next(); // osu!stable retrieved a random banana colour
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}
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break;
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case JuiceStream juiceStream:
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foreach (var nested in juiceStream.NestedHitObjects)
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{
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var hitObject = (CatchHitObject)nested;
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if (hitObject is TinyDroplet)
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hitObject.X += rng.Next(-20, 20) / CatchPlayfield.BASE_WIDTH;
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else if (hitObject is Droplet)
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rng.Next(); // osu!stable retrieved a random droplet rotation
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hitObject.X = MathHelper.Clamp(hitObject.X, 0, 1);
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}
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break;
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}
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}
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}
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private static void applyHardRockOffset(HitObject hitObject, ref float? lastPosition, ref double lastStartTime, FastRandom rng)
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{
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if (hitObject is JuiceStream stream)
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{
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lastPosition = stream.EndX;
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lastStartTime = stream.EndTime;
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return;
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}
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if (!(hitObject is Fruit))
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return;
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var catchObject = (CatchHitObject)hitObject;
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float position = catchObject.X;
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double startTime = hitObject.StartTime;
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if (lastPosition == null)
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{
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lastPosition = position;
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lastStartTime = startTime;
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return;
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}
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float positionDiff = position - lastPosition.Value;
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double timeDiff = startTime - lastStartTime;
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if (timeDiff > 1000)
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{
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lastPosition = position;
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lastStartTime = startTime;
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return;
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}
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if (positionDiff == 0)
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{
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applyRandomOffset(ref position, timeDiff / 4d, rng);
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catchObject.X = position;
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return;
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}
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if (Math.Abs(positionDiff * CatchPlayfield.BASE_WIDTH) < timeDiff / 3d)
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applyOffset(ref position, positionDiff);
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catchObject.X = position;
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lastPosition = position;
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lastStartTime = startTime;
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}
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/// <summary>
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/// Applies a random offset in a random direction to a position, ensuring that the final position remains within the boundary of the playfield.
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/// </summary>
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/// <param name="position">The position which the offset should be applied to.</param>
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/// <param name="maxOffset">The maximum offset, cannot exceed 20px.</param>
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/// <param name="rng">The random number generator.</param>
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private static void applyRandomOffset(ref float position, double maxOffset, FastRandom rng)
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{
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bool right = rng.NextBool();
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float rand = Math.Min(20, (float)rng.Next(0, Math.Max(0, maxOffset))) / CatchPlayfield.BASE_WIDTH;
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if (right)
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{
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// Clamp to the right bound
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if (position + rand <= 1)
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position += rand;
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else
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position -= rand;
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}
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else
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{
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// Clamp to the left bound
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if (position - rand >= 0)
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position -= rand;
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else
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position += rand;
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}
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}
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/// <summary>
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/// Applies an offset to a position, ensuring that the final position remains within the boundary of the playfield.
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/// </summary>
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/// <param name="position">The position which the offset should be applied to.</param>
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/// <param name="amount">The amount to offset by.</param>
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private static void applyOffset(ref float position, float amount)
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{
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if (amount > 0)
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{
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// Clamp to the right bound
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if (position + amount < 1)
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position += amount;
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}
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else
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{
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// Clamp to the left bound
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if (position + amount > 0)
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position += amount;
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}
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}
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private void initialiseHyperDash(List<CatchHitObject> objects)
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{
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List<CatchHitObject> objectWithDroplets = new List<CatchHitObject>();
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foreach (var currentObject in objects)
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{
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if (currentObject is Fruit)
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objectWithDroplets.Add(currentObject);
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if (currentObject is JuiceStream)
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foreach (var currentJuiceElement in currentObject.NestedHitObjects)
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if (!(currentJuiceElement is TinyDroplet))
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objectWithDroplets.Add((CatchHitObject)currentJuiceElement);
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}
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objectWithDroplets.Sort((h1, h2) => h1.StartTime.CompareTo(h2.StartTime));
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double halfCatcherWidth = CatcherArea.GetCatcherSize(Beatmap.BeatmapInfo.BaseDifficulty) / 2;
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int lastDirection = 0;
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double lastExcess = halfCatcherWidth;
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for (int i = 0; i < objectWithDroplets.Count - 1; i++)
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{
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CatchHitObject currentObject = objectWithDroplets[i];
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CatchHitObject nextObject = objectWithDroplets[i + 1];
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int thisDirection = nextObject.X > currentObject.X ? 1 : -1;
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double timeToNext = nextObject.StartTime - currentObject.StartTime - 1000f / 60f / 4; // 1/4th of a frame of grace time, taken from osu-stable
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double distanceToNext = Math.Abs(nextObject.X - currentObject.X) - (lastDirection == thisDirection ? lastExcess : halfCatcherWidth);
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float distanceToHyper = (float)(timeToNext * CatcherArea.Catcher.BASE_SPEED - distanceToNext);
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if (distanceToHyper < 0)
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{
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currentObject.HyperDashTarget = nextObject;
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lastExcess = halfCatcherWidth;
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}
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else
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{
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currentObject.DistanceToHyperDash = distanceToHyper;
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lastExcess = MathHelper.Clamp(distanceToHyper, 0, halfCatcherWidth);
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}
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lastDirection = thisDirection;
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}
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}
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}
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}
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