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Store hitobject history in the hitobject
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Objects;
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@ -24,8 +25,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
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/// </summary>
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public readonly double StrainTime;
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public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth)
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: base(hitObject, lastObject, clockRate)
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public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth, List<DifficultyHitObject> objects, int position)
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: base(hitObject, lastObject, clockRate, objects, position)
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{
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// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
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float scalingFactor = normalized_hitobject_radius / halfCatcherWidth;
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