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Remove hit object types solution-wide.
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@ -148,11 +148,11 @@ namespace osu.Game.Modes.Osu.Objects
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double timeElapsed = (BaseHitObject.StartTime - previousHitObject.BaseHitObject.StartTime) / timeRate;
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double decay = Math.Pow(DECAY_BASE[(int)type], timeElapsed / 1000);
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if (BaseHitObject.Type == HitObjectType.Spinner)
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if (BaseHitObject is Spinner)
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{
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// Do nothing for spinners
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}
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else if (BaseHitObject.Type == HitObjectType.Slider)
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else if (BaseHitObject is Slider)
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{
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switch (type)
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{
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@ -180,7 +180,7 @@ namespace osu.Game.Modes.Osu.Objects
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break;
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}
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}
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else if (BaseHitObject.Type == HitObjectType.Circle)
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else if (BaseHitObject is HitCircle)
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{
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addition = spacingWeight(DistanceTo(previousHitObject), type) * spacing_weight_scaling[(int)type];
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}
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