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Apply pre-empt formula which is closer to stable
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@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
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/// </summary>
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private const double hd_sv_scale = (4.0 / 3.0 - 1.0 / 3.0) / (16.0 / 9.0 - 1.0 / 3.0);
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private BeatmapDifficulty difficulty;
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private double originalSliderMultiplier;
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private ControlPointInfo controlPointInfo;
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
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{
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var beatLength = controlPointInfo.TimingPointAt(position)?.BeatLength;
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var speedMultiplier = controlPointInfo.DifficultyPointAt(position)?.SpeedMultiplier;
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return difficulty.SliderMultiplier * (speedMultiplier ?? 1.0) * TimingControlPoint.DEFAULT_BEAT_LENGTH / (beatLength ?? TimingControlPoint.DEFAULT_BEAT_LENGTH);
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return originalSliderMultiplier * (speedMultiplier ?? 1.0) * TimingControlPoint.DEFAULT_BEAT_LENGTH / (beatLength ?? TimingControlPoint.DEFAULT_BEAT_LENGTH);
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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@ -68,8 +68,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
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return;
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}
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// I *think* it's like this because stable's default velocity multiplier is 1.4
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var preempt = 14000 / MultiplierAt(hitObject.HitObject.StartTime) * FadeOutTimeMultiplier.Value;
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var preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime) * FadeOutTimeMultiplier.Value;
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var start = hitObject.HitObject.StartTime - preempt * 0.6;
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var duration = preempt * 0.3;
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@ -91,7 +90,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
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public void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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this.difficulty = difficulty;
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originalSliderMultiplier = difficulty.SliderMultiplier;
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difficulty.SliderMultiplier /= hd_sv_scale;
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}
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