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Increase density by not skipping objects
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@ -1,6 +1,7 @@
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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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics.Sprites;
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@ -43,13 +44,22 @@ namespace osu.Game.Rulesets.Mania.Mods
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}))
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.OrderBy(h => h.startTime).ToList();
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for (int i = 0; i < locations.Count - 1; i += 2)
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for (int i = 0; i < locations.Count - 1; i++)
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{
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// Full duration of the hold note.
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double duration = locations[i + 1].startTime - locations[i].startTime;
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// Beat length at the end of the hold note.
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double beatLength = beatmap.ControlPointInfo.TimingPointAt(locations[i + 1].startTime).BeatLength;
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// Decrease the duration by at most a 1/4 beat to ensure there's no instantaneous notes.
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duration = Math.Max(duration / 2, duration - beatLength / 4);
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newColumnObjects.Add(new HoldNote
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{
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Column = column.Key,
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StartTime = locations[i].startTime,
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Duration = locations[i + 1].startTime - locations[i].startTime,
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Duration = duration,
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Samples = locations[i].samples,
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NodeSamples = new List<IList<HitSampleInfo>>
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{
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