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Adjust repeat/tail fade in to match stable closer
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@ -1,7 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Scoring;
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@ -20,13 +19,14 @@ namespace osu.Game.Rulesets.Osu.Objects
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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// Out preempt should be one span early to give the user ample warning.
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TimePreempt += SpanDuration;
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// We want to show the first RepeatPoint as the TimePreempt dictates but on short (and possibly fast) sliders
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// we may need to cut down this time on following RepeatPoints to only show up to two RepeatPoints at any given time.
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if (RepeatIndex > 0)
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TimePreempt = Math.Min(SpanDuration * 2, TimePreempt);
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{
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// Repeat points after the first span should appear behind the still-visible one.
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TimeFadeIn = 0;
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// The next end circle should appear exactly after the previous circle (on the same end) is hit.
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TimePreempt = SpanDuration * 2;
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}
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}
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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