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Fix defaults not being set (keep in mind this will be changed in a later pullrequest).
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785b970125
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@ -8,11 +8,11 @@ namespace osu.Game.Modes.Catch.Beatmaps
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{
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{
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internal class CatchBeatmapProcessor : IBeatmapProcessor<CatchBaseHit>
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internal class CatchBeatmapProcessor : IBeatmapProcessor<CatchBaseHit>
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{
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{
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public void PostProcess(Beatmap<CatchBaseHit> beatmap)
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public void SetDefaults(CatchBaseHit hitObject, Beatmap<CatchBaseHit> beatmap)
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{
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{
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}
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}
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public void SetDefaults(CatchBaseHit hitObject)
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public void PostProcess(Beatmap<CatchBaseHit> beatmap)
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{
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{
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}
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}
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}
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}
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@ -8,11 +8,11 @@ namespace osu.Game.Modes.Mania.Beatmaps
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{
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{
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internal class ManiaBeatmapProcessor : IBeatmapProcessor<ManiaBaseHit>
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internal class ManiaBeatmapProcessor : IBeatmapProcessor<ManiaBaseHit>
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{
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{
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public void PostProcess(Beatmap<ManiaBaseHit> beatmap)
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public void SetDefaults(ManiaBaseHit hitObject, Beatmap<ManiaBaseHit> beatmap)
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{
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{
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}
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}
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public void SetDefaults(ManiaBaseHit hitObject)
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public void PostProcess(Beatmap<ManiaBaseHit> beatmap)
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{
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{
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}
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}
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}
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}
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@ -8,8 +8,9 @@ namespace osu.Game.Modes.Osu.Beatmaps
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{
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{
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internal class OsuBeatmapProcessor : IBeatmapProcessor<OsuHitObject>
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internal class OsuBeatmapProcessor : IBeatmapProcessor<OsuHitObject>
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{
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{
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public void SetDefaults(OsuHitObject hitObject)
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public void SetDefaults(OsuHitObject hitObject, Beatmap<OsuHitObject> beatmap)
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{
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{
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hitObject.SetDefaultsFromBeatmap(beatmap);
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}
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}
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public void PostProcess(Beatmap<OsuHitObject> beatmap)
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public void PostProcess(Beatmap<OsuHitObject> beatmap)
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@ -67,10 +67,8 @@ namespace osu.Game.Modes.Osu.Objects
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return OsuScoreResult.Miss;
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return OsuScoreResult.Miss;
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}
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}
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public override void SetDefaultsFromBeatmap(Beatmap beatmap)
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public virtual void SetDefaultsFromBeatmap(Beatmap<OsuHitObject> beatmap)
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{
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{
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base.SetDefaultsFromBeatmap(beatmap);
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Scale = (1.0f - 0.7f * (beatmap.BeatmapInfo.BaseDifficulty.CircleSize - 5) / 5) / 2;
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Scale = (1.0f - 0.7f * (beatmap.BeatmapInfo.BaseDifficulty.CircleSize - 5) / 5) / 2;
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}
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}
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}
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}
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@ -75,7 +75,7 @@ namespace osu.Game.Modes.Osu.Objects
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public double Velocity;
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public double Velocity;
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public double TickDistance;
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public double TickDistance;
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public override void SetDefaultsFromBeatmap(Beatmap beatmap)
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public override void SetDefaultsFromBeatmap(Beatmap<OsuHitObject> beatmap)
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{
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{
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base.SetDefaultsFromBeatmap(beatmap);
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base.SetDefaultsFromBeatmap(beatmap);
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@ -8,11 +8,11 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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{
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{
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internal class TaikoBeatmapProcessor : IBeatmapProcessor<TaikoBaseHit>
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internal class TaikoBeatmapProcessor : IBeatmapProcessor<TaikoBaseHit>
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{
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{
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public void PostProcess(Beatmap<TaikoBaseHit> beatmap)
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public void SetDefaults(TaikoBaseHit hitObject, Beatmap<TaikoBaseHit> beatmap)
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{
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{
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}
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}
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public void SetDefaults(TaikoBaseHit hitObject)
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public void PostProcess(Beatmap<TaikoBaseHit> beatmap)
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{
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{
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}
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}
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}
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}
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@ -16,7 +16,8 @@ namespace osu.Game.Beatmaps
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/// Sets default values for a HitObject.
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/// Sets default values for a HitObject.
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/// </summary>
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/// </summary>
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/// <param name="hitObject">The HitObject to set default values for.</param>
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/// <param name="hitObject">The HitObject to set default values for.</param>
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void SetDefaults(T hitObject);
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/// <param name="beatmap">The Beatmap to extract the default values from.</param>
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void SetDefaults(T hitObject, Beatmap<T> beatmap);
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/// <summary>
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/// <summary>
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/// Post-processes a Beatmap to add mode-specific components that aren't added during conversion.
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/// Post-processes a Beatmap to add mode-specific components that aren't added during conversion.
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@ -23,11 +23,5 @@ namespace osu.Game.Modes.Objects
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/// The sample to be played when this HitObject is hit.
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/// The sample to be played when this HitObject is hit.
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/// </summary>
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/// </summary>
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public HitSampleInfo Sample { get; set; }
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public HitSampleInfo Sample { get; set; }
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/// <summary>
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/// Sets default parameters from a beatmap.
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/// </summary>
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/// <param name="beatmap">The beatmap to set from.</param>
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public virtual void SetDefaultsFromBeatmap(Beatmap beatmap) { }
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}
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}
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}
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}
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@ -65,7 +65,7 @@ namespace osu.Game.Modes.UI
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// Convert + process the beatmap
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// Convert + process the beatmap
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Beatmap = CreateBeatmapConverter().Convert(beatmap.Beatmap);
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Beatmap = CreateBeatmapConverter().Convert(beatmap.Beatmap);
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Beatmap.HitObjects.ForEach(CreateBeatmapProcessor().SetDefaults);
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Beatmap.HitObjects.ForEach(h => CreateBeatmapProcessor().SetDefaults(h, Beatmap));
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CreateBeatmapProcessor().PostProcess(Beatmap);
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CreateBeatmapProcessor().PostProcess(Beatmap);
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applyMods(beatmap.Mods.Value);
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applyMods(beatmap.Mods.Value);
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