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Merge branch 'master' into bspline-sliders
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commit
7633c92a78
@ -339,6 +339,11 @@ namespace osu.Game.Rulesets.Osu.Replays
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AddFrameToReplay(startFrame);
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// 0.05 rad/ms, or ~477 RPM, as per stable.
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// the redundant conversion from RPM to rad/ms is here for ease of testing custom SPM specs.
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const float spin_rpm = 0.05f / (2 * MathF.PI) * 60000;
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float radsPerMillisecond = MathUtils.DegreesToRadians(spin_rpm * 360) / 60000;
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switch (h)
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{
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// We add intermediate frames for spinning / following a slider here.
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@ -354,7 +359,7 @@ namespace osu.Game.Rulesets.Osu.Replays
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for (double nextFrame = h.StartTime + GetFrameDelay(h.StartTime); nextFrame < spinner.EndTime; nextFrame += GetFrameDelay(nextFrame))
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{
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t = ApplyModsToTimeDelta(previousFrame, nextFrame) * spinnerDirection;
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angle += (float)t / 20;
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angle += (float)t * radsPerMillisecond;
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Vector2 pos = SPINNER_CENTRE + CirclePosition(angle, SPIN_RADIUS);
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AddFrameToReplay(new OsuReplayFrame((int)nextFrame, new Vector2(pos.X, pos.Y), action));
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@ -363,7 +368,7 @@ namespace osu.Game.Rulesets.Osu.Replays
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}
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t = ApplyModsToTimeDelta(previousFrame, spinner.EndTime) * spinnerDirection;
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angle += (float)t / 20;
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angle += (float)t * radsPerMillisecond;
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Vector2 endPosition = SPINNER_CENTRE + CirclePosition(angle, SPIN_RADIUS);
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