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Always ApplyDefaults after parsing beatmaps to make sure hit objects are in their most loaded state.
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@ -428,6 +428,9 @@ namespace osu.Game.Beatmaps.Formats
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break;
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break;
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}
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}
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}
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}
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foreach (var hitObject in beatmap.HitObjects)
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hitObject.ApplyDefaults(beatmap.ControlPointInfo, beatmap.BeatmapInfo.Difficulty);
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}
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}
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internal enum LegacySampleBank
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internal enum LegacySampleBank
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@ -6,20 +6,36 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using OpenTK;
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using OpenTK;
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using osu.Game.Audio;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Database;
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namespace osu.Game.Rulesets.Objects.Legacy
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namespace osu.Game.Rulesets.Objects.Legacy
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{
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{
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internal abstract class ConvertSlider : HitObject, IHasCurve
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internal abstract class ConvertSlider : HitObject, IHasCurve
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{
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{
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/// <summary>
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/// Scoring distance with a speed-adjusted beat length of 1 second.
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/// </summary>
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private const float base_scoring_distance = 100;
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public readonly SliderCurve Curve = new SliderCurve();
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public List<Vector2> ControlPoints { get; set; }
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public List<Vector2> ControlPoints { get; set; }
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public CurveType CurveType { get; set; }
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public CurveType CurveType { get; set; }
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public double Distance { get; set; }
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public double Distance
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{
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get { return Curve.Distance; }
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set { Curve.Distance = value; }
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}
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public List<SampleInfoList> RepeatSamples { get; set; }
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public List<SampleInfoList> RepeatSamples { get; set; }
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public int RepeatCount { get; set; } = 1;
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public int RepeatCount { get; set; } = 1;
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public double EndTime { get; set; }
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public double EndTime => StartTime + RepeatCount * Curve.Distance / Velocity;
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public double Duration { get; set; }
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public double Duration => EndTime - StartTime;
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public double Velocity;
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public Vector2 PositionAt(double progress)
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public Vector2 PositionAt(double progress)
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{
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{
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@ -35,5 +51,17 @@ namespace osu.Game.Rulesets.Objects.Legacy
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{
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{
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throw new NotImplementedException();
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throw new NotImplementedException();
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}
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}
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public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaults(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
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double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier / difficultyPoint.SpeedMultiplier;
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Velocity = scoringDistance / timingPoint.BeatLength;
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}
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}
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}
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}
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}
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