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Apparently stable does use stacking
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@ -63,7 +63,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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scalingFactor *= 1 + smallCircleBonus;
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scalingFactor *= 1 + smallCircleBonus;
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}
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}
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Vector2 lastCursorPosition = lastObject.Position;
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Vector2 lastCursorPosition = lastObject.StackedPosition;
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float lastTravelDistance = 0;
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float lastTravelDistance = 0;
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var lastSlider = lastObject as Slider;
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var lastSlider = lastObject as Slider;
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@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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// Don't need to jump to reach spinners
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// Don't need to jump to reach spinners
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if (!(BaseObject is Spinner))
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if (!(BaseObject is Spinner))
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JumpDistance = (BaseObject.Position * scalingFactor - lastCursorPosition * scalingFactor).Length;
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JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
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// Todo: BUG!!! Last slider's travel distance is considered ONLY IF we ourselves are also sliders!
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// Todo: BUG!!! Last slider's travel distance is considered ONLY IF we ourselves are also sliders!
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if (BaseObject is Slider)
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if (BaseObject is Slider)
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@ -105,7 +105,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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progress = progress % 1;
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progress = progress % 1;
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// ReSharper disable once PossibleInvalidOperationException (bugged in current r# version)
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// ReSharper disable once PossibleInvalidOperationException (bugged in current r# version)
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var diff = slider.Position + slider.Curve.PositionAt(progress) - slider.LazyEndPosition.Value;
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var diff = slider.StackedPosition + slider.Curve.PositionAt(progress) - slider.LazyEndPosition.Value;
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float dist = diff.Length;
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float dist = diff.Length;
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if (dist > approxFollowCircleRadius)
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if (dist > approxFollowCircleRadius)
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