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Remove now-redundant velocity calculation
Velocity is computed from the up-to-date SV now.
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@ -107,16 +107,13 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
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// In case the required velocity is too large, the path is not preserved.
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svBindable.Value = Math.Ceiling(requiredVelocity / svToVelocityFactor);
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// Calculate the velocity using the resulting SV because `hitObject.Velocity` is not recomputed yet.
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double velocity = svBindable.Value * svToVelocityFactor;
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path.ConvertToSliderPath(hitObject.Path, hitObject.LegacyConvertedY, velocity);
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path.ConvertToSliderPath(hitObject.Path, hitObject.LegacyConvertedY, hitObject.Velocity);
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if (beatSnapProvider == null) return;
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double endTime = hitObject.StartTime + path.Duration;
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double snappedEndTime = beatSnapProvider.SnapTime(endTime, hitObject.StartTime);
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hitObject.Path.ExpectedDistance.Value = (snappedEndTime - hitObject.StartTime) * velocity;
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hitObject.Path.ExpectedDistance.Value = (snappedEndTime - hitObject.StartTime) * hitObject.Velocity;
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}
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public Vector2 ToRelativePosition(Vector2 screenSpacePosition)
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