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Use timepreempt and put appeartime and move duration into their own vars.
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@ -39,15 +39,15 @@ namespace osu.Game.Rulesets.Osu.Mods
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Vector2 originalPosition = drawable.Position;
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Vector2 originalPosition = drawable.Position;
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// avoiding that the player can see the abroupt move.
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const float appear_distance = 250;
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const int pre_time_offset = 1000;
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double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1;
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const float appearDistance = 250;
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double moveDuration = hitObject.TimePreempt + 1;
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using (drawable.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimeFadeIn - pre_time_offset, true))
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using (drawable.BeginAbsoluteSequence(appearTime, true))
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{
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{
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drawable
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drawable
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.MoveToOffset(new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * appearDistance)
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.MoveToOffset(new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * appear_distance)
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.MoveTo(originalPosition, hitObject.TimeFadeIn + pre_time_offset, Easing.InOutSine);
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.MoveTo(originalPosition, moveDuration, Easing.InOutSine);
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}
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}
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