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https://github.com/osukey/osukey.git
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Fix remaining issues
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@ -113,12 +113,15 @@ namespace osu.Game.Rulesets.Difficulty
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case 0:
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// Initial-case: Empty current set
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yield return new ModNoMod();
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break;
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case 1:
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yield return currentSet.Single();
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break;
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default:
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yield return new MultiMod(currentSet.ToArray());
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break;
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}
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@ -111,8 +111,8 @@ namespace osu.Game.Rulesets.Edit
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toolboxCollection.Items =
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CompositionTools.Select(t => new RadioButton(t.Name, () => blueprintContainer.CurrentTool = t))
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.Prepend(new RadioButton("Select", () => blueprintContainer.CurrentTool = null))
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.ToList();
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.Prepend(new RadioButton("Select", () => blueprintContainer.CurrentTool = null))
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.ToList();
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toolboxCollection.Items[0].Select();
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}
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@ -75,6 +75,7 @@ namespace osu.Game.Rulesets.Edit
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{
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if (state == value)
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return;
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state = value;
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if (state == PlacementState.Shown)
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@ -109,6 +109,7 @@ namespace osu.Game.Rulesets.Mods
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protected abstract string FragmentShader { get; }
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private Vector2 flashlightPosition;
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protected Vector2 FlashlightPosition
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{
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get => flashlightPosition;
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@ -122,6 +123,7 @@ namespace osu.Game.Rulesets.Mods
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}
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private Vector2 flashlightSize;
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protected Vector2 FlashlightSize
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{
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get => flashlightSize;
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@ -31,6 +31,8 @@ namespace osu.Game.Rulesets.Mods
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d.ApplyCustomUpdateState += ApplyHiddenState;
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}
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protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state) { }
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protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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}
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}
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@ -13,7 +13,7 @@ namespace osu.Game.Rulesets.Objects
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private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
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{
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{ HitResult.Perfect, (44.8, 38.8, 27.8) },
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{ HitResult.Great, (128, 98, 68 ) },
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{ HitResult.Great, (128, 98, 68) },
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{ HitResult.Good, (194, 164, 134) },
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{ HitResult.Ok, (254, 224, 194) },
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{ HitResult.Meh, (302, 272, 242) },
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@ -12,7 +12,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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Slider = 1 << 1,
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NewCombo = 1 << 2,
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Spinner = 1 << 3,
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ComboOffset = 1 << 4 | 1 << 5 | 1 << 6,
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ComboOffset = (1 << 4) | (1 << 5) | (1 << 6),
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Hold = 1 << 7
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}
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}
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@ -125,6 +125,7 @@ namespace osu.Game.Rulesets.Objects
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{
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if (isInitialised)
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return;
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isInitialised = true;
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controlPoints = controlPoints ?? Array.Empty<Vector2>();
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@ -280,6 +281,7 @@ namespace osu.Game.Rulesets.Objects
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public override bool Equals(object obj)
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{
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if (ReferenceEquals(null, obj)) return false;
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return obj is SliderPath other && Equals(other);
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}
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}
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@ -99,6 +99,7 @@ namespace osu.Game.Rulesets.Replays
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// that would occur as a result of this frame in forward playback
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if (currentDirection == -1)
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return CurrentTime = CurrentFrame.Time - 1;
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return CurrentTime = CurrentFrame.Time;
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}
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}
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@ -9,14 +9,17 @@ namespace osu.Game.Rulesets.UI.Scrolling
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/// Hit objects will scroll vertically from the bottom of the hitobject container.
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/// </summary>
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Up,
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/// <summary>
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/// Hit objects will scroll vertically from the top of the hitobject container.
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/// </summary>
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Down,
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/// <summary>
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/// Hit objects will scroll horizontally from the right of the hitobject container.
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/// </summary>
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Left,
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/// <summary>
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/// Hit objects will scroll horizontally from the left of the hitobject container.
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/// </summary>
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