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Fix compile errors.
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parent
3cdfd2eef5
commit
ea4a285329
@ -6,6 +6,7 @@ using System.Linq;
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using OpenTK;
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using OpenTK;
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using osu.Game.Audio;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Mania.MathUtils;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects;
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@ -25,17 +26,14 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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{
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StairType = lastStair;
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StairType = lastStair;
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ControlPoint overridePoint;
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TimingControlPoint timingPoint = beatmap.ControlPointInfo.TimingPointAt(hitObject.StartTime);
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ControlPoint controlPoint = beatmap.TimingInfo.TimingPointAt(hitObject.StartTime, out overridePoint);
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EffectControlPoint effectPoint = beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime);
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var positionData = hitObject as IHasPosition;
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var positionData = hitObject as IHasPosition;
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float positionSeparation = ((positionData?.Position ?? Vector2.Zero) - previousPosition).Length;
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float positionSeparation = ((positionData?.Position ?? Vector2.Zero) - previousPosition).Length;
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double timeSeparation = hitObject.StartTime - previousTime;
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double timeSeparation = hitObject.StartTime - previousTime;
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double beatLength = controlPoint.BeatLength;
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bool kiai = (overridePoint ?? controlPoint).KiaiMode;
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if (timeSeparation <= 125)
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if (timeSeparation <= 125)
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{
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{
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// More than 120 BPM
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// More than 120 BPM
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@ -72,12 +70,12 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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// More than 100 BPM stream
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// More than 100 BPM stream
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convertType |= PatternType.ForceStack | PatternType.LowProbability;
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convertType |= PatternType.ForceStack | PatternType.LowProbability;
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}
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}
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else if (positionSeparation < 20 && density >= beatLength / 2.5)
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else if (positionSeparation < 20 && density >= timingPoint.BeatLength / 2.5)
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{
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{
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// Low density stream
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// Low density stream
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convertType |= PatternType.Reverse | PatternType.LowProbability;
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convertType |= PatternType.Reverse | PatternType.LowProbability;
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}
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}
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else if (density < beatLength / 2.5 || kiai)
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else if (density < timingPoint.BeatLength / 2.5 || effectPoint.KiaiMode)
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{
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{
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// High density
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// High density
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}
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}
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