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Adjust osu! hitobject fade-ins to support AR>10
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@ -110,8 +110,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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double startTime = start.GetEndTime();
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double duration = end.StartTime - startTime;
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// For now, adjust the pre-empt for approach rates > 10.
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double preempt = PREEMPT * Math.Min(1, start.TimePreempt / 450);
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fadeOutTime = startTime + fraction * duration;
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fadeInTime = fadeOutTime - PREEMPT;
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fadeInTime = fadeOutTime - preempt;
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}
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}
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}
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@ -1,6 +1,7 @@
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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 System.Linq;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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@ -113,7 +114,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
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TimeFadeIn = 400; // as per osu-stable
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TimeFadeIn = 400 * Math.Min(1, TimePreempt / 450);
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Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
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}
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