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Fix osu! logo triangles going super fast when the track is paused
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@ -272,8 +272,11 @@ namespace osu.Game.Screens.Menu
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const float scale_adjust_cutoff = 0.4f;
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const float scale_adjust_cutoff = 0.4f;
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const float velocity_adjust_cutoff = 0.98f;
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const float velocity_adjust_cutoff = 0.98f;
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const float paused_velocity = 0.5f;
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var maxAmplitude = lastBeatIndex >= 0 ? Beatmap.Value.Track?.CurrentAmplitudes.Maximum ?? 0 : 0;
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if (Beatmap.Value.Track.IsRunning)
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{
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var maxAmplitude = lastBeatIndex >= 0 ? Beatmap.Value.Track.CurrentAmplitudes.Maximum : 0;
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logoAmplitudeContainer.ScaleTo(1 - Math.Max(0, maxAmplitude - scale_adjust_cutoff) * 0.04f, 75, Easing.OutQuint);
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logoAmplitudeContainer.ScaleTo(1 - Math.Max(0, maxAmplitude - scale_adjust_cutoff) * 0.04f, 75, Easing.OutQuint);
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if (maxAmplitude > velocity_adjust_cutoff)
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if (maxAmplitude > velocity_adjust_cutoff)
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@ -281,6 +284,11 @@ namespace osu.Game.Screens.Menu
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else
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else
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triangles.Velocity = (float)Interpolation.Damp(triangles.Velocity, 1, 0.995f, Time.Elapsed);
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triangles.Velocity = (float)Interpolation.Damp(triangles.Velocity, 1, 0.995f, Time.Elapsed);
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}
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}
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else
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{
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triangles.Velocity = paused_velocity;
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}
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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{
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{
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