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renames variables to make more logical sense
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8464a1941b
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@ -53,8 +53,8 @@ namespace osu.Game.Rulesets.Mods
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public const double FLASHLIGHT_FADE_DURATION = 800;
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public const double FLASHLIGHT_FADE_DURATION = 800;
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private const int flashlight_size_decrease_combo = 100;
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private const int flashlight_size_decrease_combo = 100;
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private const int last_flashlight_size_decrease_combo = 200;
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private const int flashlight_size_decrease_combo_max = 200;
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private const float decrease_flashlight_with_combo_multiplier = 0.1f;
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private const float flashlight_size_decrease_with_combo_multiplier = 0.1f;
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protected readonly BindableInt Combo = new BindableInt();
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protected readonly BindableInt Combo = new BindableInt();
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@ -133,7 +133,7 @@ namespace osu.Game.Rulesets.Mods
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using (BeginAbsoluteSequence(0))
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using (BeginAbsoluteSequence(0))
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{
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{
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foreach (BreakPeriod breakPeriod in Breaks.Where(breakPeriod => breakPeriod.HasEffect && breakPeriod.Duration >= FLASHLIGHT_FADE_DURATION * 2))
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foreach (var breakPeriod in Breaks.Where(breakPeriod => breakPeriod.HasEffect && breakPeriod.Duration >= FLASHLIGHT_FADE_DURATION * 2))
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{
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{
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this.Delay(breakPeriod.StartTime + FLASHLIGHT_FADE_DURATION).FadeOutFromOne(FLASHLIGHT_FADE_DURATION);
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this.Delay(breakPeriod.StartTime + FLASHLIGHT_FADE_DURATION).FadeOutFromOne(FLASHLIGHT_FADE_DURATION);
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this.Delay(breakPeriod.EndTime - FLASHLIGHT_FADE_DURATION).FadeInFromZero(FLASHLIGHT_FADE_DURATION);
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this.Delay(breakPeriod.EndTime - FLASHLIGHT_FADE_DURATION).FadeInFromZero(FLASHLIGHT_FADE_DURATION);
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@ -148,12 +148,12 @@ namespace osu.Game.Rulesets.Mods
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protected float GetSizeFor(int combo)
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protected float GetSizeFor(int combo)
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{
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{
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float size = defaultFlashlightSize * sizeMultiplier;
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float size = defaultFlashlightSize * sizeMultiplier;
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int comboForSize = Math.Min(combo, last_flashlight_size_decrease_combo);
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int comboForSize = Math.Min(combo, flashlight_size_decrease_combo_max);
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if (!comboBasedSize)
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if (!comboBasedSize)
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comboForSize = 0;
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comboForSize = 0;
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return size * (1 - decrease_flashlight_with_combo_multiplier * MathF.Floor(MathF.Min(comboForSize, last_flashlight_size_decrease_combo) / flashlight_size_decrease_combo));
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return size * (1 - flashlight_size_decrease_with_combo_multiplier * MathF.Floor(MathF.Min(comboForSize, flashlight_size_decrease_combo_max) / flashlight_size_decrease_combo));
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}
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}
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private Vector2 flashlightPosition;
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private Vector2 flashlightPosition;
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