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@ -89,6 +89,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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for (int j = i - 1; j >= i - shift_object_count && j >= 0; j--)
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for (int j = i - 1; j >= i - shift_object_count && j >= 0; j--)
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{
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{
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// only shift hit circles
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if (!(hitObjects[j] is HitCircle)) break;
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if (!(hitObjects[j] is HitCircle)) break;
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toBeShifted.Add(hitObjects[j]);
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toBeShifted.Add(hitObjects[j]);
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@ -184,6 +185,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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{
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for (int i = 0; i < hitObjects.Count; i++)
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for (int i = 0; i < hitObjects.Count; i++)
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{
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{
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// The first object is shifted by a vector slightly smaller than shift
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// The last object is shifted by a vector slightly larger than zero
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Vector2 position = hitObjects[i].Position + shift * ((hitObjects.Count - i) / (float)(hitObjects.Count + 1));
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Vector2 position = hitObjects[i].Position + shift * ((hitObjects.Count - i) / (float)(hitObjects.Count + 1));
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position.X = MathHelper.Clamp(position.X, 0, OsuPlayfield.BASE_SIZE.X);
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position.X = MathHelper.Clamp(position.X, 0, OsuPlayfield.BASE_SIZE.X);
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