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Rearrange and rename member
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@ -19,6 +19,16 @@ namespace osu.Game.Rulesets.Taiko.Mods
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public override string Description => @"Beats fade out before you hit them!";
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public override double ScoreMultiplier => 1.06;
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[SettingSource("Fade-out Time", "The bigger this multiplier is, the sooner the notes will start fading out")]
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public BindableNumber<double> FadeOutTimeMultiplier { get; } = new BindableDouble
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{
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MinValue = 0.5,
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MaxValue = 1.5,
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Default = 1.0,
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Value = 1.0,
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Precision = 0.01,
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};
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/// <summary>
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/// In stable taiko, the hit position is 160, so the active playfield is essentially 160 pixels shorter
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/// than the actual screen width. The normalized playfield height is 480, so on a 4:3 screen the
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@ -32,16 +42,6 @@ namespace osu.Game.Rulesets.Taiko.Mods
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private BeatmapDifficulty difficulty;
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private ControlPointInfo controlPointInfo;
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[SettingSource("Fade-out Time", "The bigger this multiplier is, the sooner the notes will start fading out")]
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public BindableNumber<double> VisibilityMod { get; } = new BindableDouble
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{
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MinValue = 0.5,
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MaxValue = 1.5,
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Default = 1.0,
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Value = 1.0,
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Precision = 0.01,
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};
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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ApplyNormalVisibilityState(hitObject, state);
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@ -69,7 +69,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
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}
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// I *think* it's like this because stable's default velocity multiplier is 1.4
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var preempt = 14000 / MultiplierAt(hitObject.HitObject.StartTime) * VisibilityMod.Value;
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var preempt = 14000 / MultiplierAt(hitObject.HitObject.StartTime) * FadeOutTimeMultiplier.Value;
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var start = hitObject.HitObject.StartTime - preempt * 0.6;
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var duration = preempt * 0.3;
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