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Fix drum rolls not being correctly converted to hitcircles.
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@ -98,11 +98,11 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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double osuDuration = distance / osuVelocity;
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// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
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double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.Difficulty.SliderTickRate, taikoDuration / repeats) / 8;
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double tickSpacing = Math.Min(speedAdjustedBeatLength / beatmap.BeatmapInfo.Difficulty.SliderTickRate, taikoDuration / repeats);
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if (tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength)
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{
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for (double j = obj.StartTime; j <= distanceData.EndTime + tickSpacing; j += tickSpacing)
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for (double j = obj.StartTime; j <= obj.StartTime + taikoDuration + tickSpacing / 8; j += tickSpacing)
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{
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// Todo: This should generate different type of hits (including strongs)
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// depending on hitobject sound additions (not implemented fully yet)
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