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Add mod perfect relaxed
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11
osu.Game.Rulesets.Osu/Mods/OsuModPerfectRelaxed.cs
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11
osu.Game.Rulesets.Osu/Mods/OsuModPerfectRelaxed.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModPerfectRelaxed : ModPerfectRelaxed
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{
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}
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}
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@ -166,7 +166,7 @@ namespace osu.Game.Rulesets.Osu
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return new Mod[]
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return new Mod[]
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{
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{
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new OsuModHardRock(),
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new OsuModHardRock(),
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new MultiMod(new OsuModSuddenDeath(), new OsuModPerfect()),
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new MultiMod(new OsuModSuddenDeath(), new OsuModPerfect(), new OsuModPerfectRelaxed()),
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new MultiMod(new OsuModDoubleTime(), new OsuModNightcore()),
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new MultiMod(new OsuModDoubleTime(), new OsuModNightcore()),
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new OsuModHidden(),
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new OsuModHidden(),
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new MultiMod(new OsuModFlashlight(), new OsuModBlinds()),
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new MultiMod(new OsuModFlashlight(), new OsuModBlinds()),
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@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Mods
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public override IconUsage? Icon => OsuIcon.ModCinema;
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public override IconUsage? Icon => OsuIcon.ModCinema;
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public override LocalisableString Description => "Watch the video without visual distractions.";
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public override LocalisableString Description => "Watch the video without visual distractions.";
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(ModAutoplay), typeof(ModNoFail), typeof(ModFailCondition) }).ToArray();
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(ModAutoplay), typeof(ModNoFail), typeof(ModFailCondition), typeof(ModPerfectRelaxed) }).ToArray();
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public void ApplyToHUD(HUDOverlay overlay)
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public void ApplyToHUD(HUDOverlay overlay)
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{
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{
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osu.Game/Rulesets/Mods/ModPerfectRelaxed.cs
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osu.Game/Rulesets/Mods/ModPerfectRelaxed.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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using osu.Game.Graphics;
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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.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModPerfectRelaxed : Mod, IApplicableToHitObject, IApplicableToBeatmap
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{
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public override string Name => "Perfect Relaxed";
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public override string Acronym => "PFR";
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public override IconUsage? Icon => OsuIcon.ModPerfect;
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public override ModType Type => ModType.DifficultyIncrease;
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public override double ScoreMultiplier => 1;
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public override LocalisableString Description => "300 or miss.";
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public override bool Ranked => false;
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public void ApplyToHitObject(HitObject ho) {
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/*
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ho.HitWindows = new HitWindowsPerfect();
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ho.HitWindows.SetDifficulty(6);
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*/
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}
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public void ApplyToBeatmap(IBeatmap beatmap)
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{
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BeatmapDifficulty bd = beatmap.Difficulty;
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foreach(var ho in beatmap.HitObjects){
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ho.HitWindows = new HitWindowsPerfect(bd);
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foreach(var nested_ho in ho.NestedHitObjects) {
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nested_ho.HitWindows = new HitWindowsPerfect(bd);
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}
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}
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}
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}
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class HitWindowsPerfect : HitWindows {
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public HitWindowsPerfect(BeatmapDifficulty bd) {
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this.SetDifficulty(bd.OverallDifficulty);
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}
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public override bool IsHitResultAllowed(HitResult result) {
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return result == HitResult.Great || result == HitResult.Miss;
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}
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}
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}
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