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Fix incorrect ScrollTime calculation.
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@ -15,12 +15,12 @@ namespace osu.Game.Modes.Taiko.Objects
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public const float CIRCLE_RADIUS = 42f;
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/// <summary>
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/// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a <see cref="ControlPoint.BeatLength"/> of 1000ms.
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/// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a <see cref="ControlPoint.BeatLength"/> of 1000>ms.
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/// </summary>
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public const double SCROLL_TIME = 6000;
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private const double scroll_time = 6000;
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/// <summary>
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/// Our adjusted <see cref="SCROLL_TIME"/> taking into consideration local <see cref="ControlPoint.BeatLength"/> and other speed multipliers.
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/// Our adjusted <see cref="scroll_time"/> taking into consideration local <see cref="ControlPoint.BeatLength"/> and other speed multipliers.
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/// </summary>
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public double ScrollTime;
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@ -39,7 +39,7 @@ namespace osu.Game.Modes.Taiko.Objects
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{
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base.ApplyDefaults(timing, difficulty);
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ScrollTime = SCROLL_TIME / difficulty.SliderMultiplier * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / 1000;
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ScrollTime = scroll_time * (timing.BeatLengthAt(StartTime) / 1000) / (difficulty.SliderMultiplier * timing.SpeedMultiplierAt(StartTime));
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ControlPoint overridePoint;
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Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;
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