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Stable doesn't use stacked positions
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@ -64,7 +64,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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scalingFactor *= 1 + smallCircleBonus;
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scalingFactor *= 1 + smallCircleBonus;
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}
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}
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Vector2 lastCursorPosition = lastObject.StackedPosition;
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Vector2 lastCursorPosition = lastObject.Position;
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float lastTravelDistance = 0;
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float lastTravelDistance = 0;
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var lastSlider = lastObject as Slider;
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var lastSlider = lastObject as Slider;
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@ -75,7 +75,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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lastTravelDistance = lastSlider.LazyTravelDistance;
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lastTravelDistance = lastSlider.LazyTravelDistance;
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}
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}
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JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
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JumpDistance = (BaseObject.Position * scalingFactor - lastCursorPosition * scalingFactor).Length;
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TravelDistance = lastTravelDistance * scalingFactor;
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TravelDistance = lastTravelDistance * scalingFactor;
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}
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}
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@ -89,7 +89,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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{
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{
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if (slider.LazyEndPosition != null)
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if (slider.LazyEndPosition != null)
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return;
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return;
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slider.LazyEndPosition = slider.StackedPosition;
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slider.LazyEndPosition = slider.Position;
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float approxFollowCircleRadius = (float)(slider.Radius * 3);
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float approxFollowCircleRadius = (float)(slider.Radius * 3);
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var computeVertex = new Action<double>(t =>
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var computeVertex = new Action<double>(t =>
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@ -101,7 +101,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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progress = progress % 1;
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progress = progress % 1;
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// ReSharper disable once PossibleInvalidOperationException (bugged in current r# version)
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// ReSharper disable once PossibleInvalidOperationException (bugged in current r# version)
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var diff = slider.StackedPosition + slider.Curve.PositionAt(progress) - slider.LazyEndPosition.Value;
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var diff = slider.Position + slider.Curve.PositionAt(progress) - slider.LazyEndPosition.Value;
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float dist = diff.Length;
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float dist = diff.Length;
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if (dist > approxFollowCircleRadius)
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if (dist > approxFollowCircleRadius)
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