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Add movement to misses in osu ruleset
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@ -104,9 +104,8 @@ namespace osu.Game.Skinning
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this.ScaleTo(1.6f);
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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this.ScaleTo(1, 100, Easing.In);
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//todo: this only applies to osu! ruleset apparently.
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this.MoveTo(new Vector2(0, -5));
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this.MoveTo(new Vector2(0, -2));
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this.MoveToOffset(new Vector2(0, 80), fade_out_delay + fade_out_length, Easing.In);
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this.MoveToOffset(new Vector2(0, 20), fade_out_delay + fade_out_length, Easing.In);
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float rotation = RNG.NextSingle(-8.6f, 8.6f);
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float rotation = RNG.NextSingle(-8.6f, 8.6f);
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@ -10,6 +10,8 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Skinning
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namespace osu.Game.Skinning
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{
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{
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@ -55,6 +57,9 @@ namespace osu.Game.Skinning
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this.ScaleTo(1.6f);
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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this.ScaleTo(1, 100, Easing.In);
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this.MoveTo(new Vector2(0, -5));
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this.MoveToOffset(new Vector2(0, 80), fade_out_delay + fade_out_length, Easing.In);
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float rotation = RNG.NextSingle(-8.6f, 8.6f);
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float rotation = RNG.NextSingle(-8.6f, 8.6f);
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this.RotateTo(0);
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this.RotateTo(0);
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