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Rename PreEmpt to ScrollTime and remove VelocityMultiplier for now.
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@ -48,7 +48,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece(HitObject.IsStrong)
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{
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Length = (float)(HitObject.Duration / HitObject.PreEmpt),
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Length = (float)(HitObject.Duration / HitObject.ScrollTime),
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PlayfieldLengthReference = () => Parent.DrawSize.X
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};
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@ -67,7 +67,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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// is further than mid point of the play field, so the time taken to scroll in should always
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// be greater than the time taken to scroll out to the left of the screen.
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// Thus, using PreEmpt here is enough for the drum roll to completely scroll out.
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LifetimeEnd = HitObject.EndTime + HitObject.PreEmpt;
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LifetimeEnd = HitObject.EndTime + HitObject.ScrollTime;
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}
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private void onTickJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> obj)
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