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Ensure travel distance is calculated for all sliders
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@ -74,6 +74,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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private void setDistances(double clockRate)
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{
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if (BaseObject is Slider currentSlider)
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{
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computeSliderCursorPosition(currentSlider);
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TravelDistance = currentSlider.LazyTravelDistance;
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TravelTime = Math.Max(currentSlider.LazyTravelTime / clockRate, min_delta_time);
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}
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// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
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if (BaseObject is Spinner || lastObject is Spinner)
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return;
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@ -87,13 +94,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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scalingFactor *= 1 + smallCircleBonus;
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}
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if (BaseObject is Slider currentSlider)
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{
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computeSliderCursorPosition(currentSlider);
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TravelDistance = currentSlider.LazyTravelDistance;
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TravelTime = Math.Max(currentSlider.LazyTravelTime / clockRate, min_delta_time);
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}
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Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
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JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
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