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correct the namings and styling
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957a026c08
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@ -11,9 +11,6 @@ using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using OpenTK;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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@ -26,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override string Description => "Everything rotates. EVERYTHING.";
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public override double ScoreMultiplier => 1;
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private readonly IReadOnlyList<Type> TargetHitObjectTypes = new List<Type>() {
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private readonly IReadOnlyList<Type> targetHitObjectTypes = new List<Type>() {
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typeof(HitCircle),
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typeof(Slider),
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typeof(Spinner),
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@ -34,7 +31,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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drawables.ForEach(drawable =>
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drawables.ForEach(drawable =>
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drawable.ApplyCustomUpdateState += drawableOnApplyCustomUpdateState
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);
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}
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@ -45,13 +42,13 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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var hitObject = (OsuHitObject) drawable.HitObject;
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if (!TargetHitObjectTypes.Contains(hitObject.GetType()))
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if (!targetHitObjectTypes.Contains(hitObject.GetType()))
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return;
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float appear_distance = (float)hitObject.TimePreempt * 0.5f;
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float appearDistance = (float)hitObject.TimePreempt * 0.5f;
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Vector2 originalPosition = drawable.Position;
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Vector2 appearOffset = new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * appear_distance;
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Vector2 appearOffset = new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * appearDistance;
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//the - 1 and + 1 prevents the hit explosion to appear in the wrong position.
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double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1;
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