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Revert "Change BeatmapInfo
copy logic to be opt-in rather than opt-out"
This reverts commit 5dabc9282c
.
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parent
5dabc9282c
commit
7e75fa7117
@ -131,28 +131,13 @@ namespace osu.Game.Beatmaps
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else
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{
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newBeatmap = referenceBeatmap.Clone();
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var referenceBeatmapInfo = referenceBeatmap.BeatmapInfo;
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newBeatmap.BeatmapInfo = newBeatmapInfo = new BeatmapInfo(referenceBeatmapInfo.Ruleset, referenceBeatmapInfo.Difficulty.Clone(), referenceBeatmapInfo.Metadata.DeepClone())
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{
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// Only selected appropriate properties are copied over.
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// Things like database ID, online status/ID, MD5 hash, star rating, etc. are omitted
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// because they should not be copied over and/or they will be recomputed on save.
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AudioLeadIn = referenceBeatmapInfo.AudioLeadIn,
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StackLeniency = referenceBeatmapInfo.StackLeniency,
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SpecialStyle = referenceBeatmapInfo.SpecialStyle,
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LetterboxInBreaks = referenceBeatmapInfo.LetterboxInBreaks,
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WidescreenStoryboard = referenceBeatmapInfo.WidescreenStoryboard,
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EpilepsyWarning = referenceBeatmapInfo.EpilepsyWarning,
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SamplesMatchPlaybackRate = referenceBeatmapInfo.SamplesMatchPlaybackRate,
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DistanceSpacing = referenceBeatmapInfo.DistanceSpacing,
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BeatDivisor = referenceBeatmapInfo.BeatDivisor,
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GridSize = referenceBeatmapInfo.GridSize,
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TimelineZoom = referenceBeatmapInfo.TimelineZoom,
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Countdown = referenceBeatmapInfo.Countdown,
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CountdownOffset = referenceBeatmapInfo.CountdownOffset,
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Bookmarks = (int[])referenceBeatmapInfo.Bookmarks.Clone()
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};
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newBeatmap.BeatmapInfo = newBeatmapInfo = referenceBeatmap.BeatmapInfo.Clone();
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// assign a new ID to the clone.
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newBeatmapInfo.ID = Guid.NewGuid();
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// clear difficulty name to avoid clashes on save.
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newBeatmapInfo.DifficultyName = string.Empty;
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// also clear the hash, as that's what is used to match .osu files with their corresponding realm beatmaps.
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newBeatmapInfo.Hash = string.Empty;
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}
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// populate circular beatmap set info <-> beatmap info references manually.
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