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@ -215,19 +215,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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if (slider.LazyEndPosition != null)
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if (slider.LazyEndPosition != null)
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return;
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return;
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// TODO: This commented version is actually correct by the new lazer implementation, but intentionally held back from
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// difficulty calculator to preserve known behaviour.
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// double trackingEndTime = Math.Max(
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// // SliderTailCircle always occurs at the final end time of the slider, but the player only needs to hold until within a lenience before it.
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// slider.Duration + SliderEventGenerator.TAIL_LENIENCY,
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// // There's an edge case where one or more ticks/repeats fall within that leniency range.
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// // In such a case, the player needs to track until the final tick or repeat.
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// slider.NestedHitObjects.LastOrDefault(n => n is not SliderTailCircle)?.StartTime ?? double.MinValue
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// );
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double trackingEndTime = Math.Max(
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double trackingEndTime = Math.Max(
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// SliderTailCircle always occurs at the final end time of the slider, but the player only needs to hold until within a lenience before it.
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slider.StartTime + slider.Duration + SliderEventGenerator.TAIL_LENIENCY,
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slider.StartTime + slider.Duration + SliderEventGenerator.TAIL_LENIENCY,
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slider.StartTime + slider.Duration / 2
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// There's an edge case where one or more ticks/repeats fall within that leniency range.
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// In such a case, the player needs to track until the final tick or repeat.
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slider.NestedHitObjects.LastOrDefault(n => n is not SliderTailCircle)?.StartTime ?? double.MinValue
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);
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);
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IList<HitObject> nestedObjects = slider.NestedHitObjects;
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IList<HitObject> nestedObjects = slider.NestedHitObjects;
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