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Re-implement the SampleBank/Sample structure. No parsing support yet.
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@ -57,9 +57,9 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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var endTimeData = obj as IHasEndTime;
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// Old osu! used hit sounding to determine various hit type information
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SampleType sample = obj.Sample?.Type ?? SampleType.None;
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SampleBank sampleBank = obj.SampleBank;
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bool strong = (sample & SampleType.Finish) > 0;
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bool strong = sampleBank.Sets.Any(s => s.Type == SampleType.Finish);
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if (distanceData != null)
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{
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@ -98,7 +98,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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yield return new CentreHit
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{
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StartTime = j,
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Sample = obj.Sample,
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SampleBank = obj.SampleBank,
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IsStrong = strong,
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VelocityMultiplier = legacy_velocity_multiplier
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};
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@ -109,7 +109,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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yield return new DrumRoll
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{
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StartTime = obj.StartTime,
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Sample = obj.Sample,
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SampleBank = obj.SampleBank,
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IsStrong = strong,
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Distance = distance,
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TickRate = beatmap.BeatmapInfo.Difficulty.SliderTickRate == 3 ? 3 : 4,
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@ -124,7 +124,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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yield return new Swell
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{
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StartTime = obj.StartTime,
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Sample = obj.Sample,
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SampleBank = obj.SampleBank,
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IsStrong = strong,
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EndTime = endTimeData.EndTime,
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RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier),
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@ -133,14 +133,14 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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}
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else
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{
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bool isCentre = (sample & ~(SampleType.Finish | SampleType.Normal)) == 0;
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bool isCentre = sampleBank.Sets.Any(s => s.Type == SampleType.Normal);
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if (isCentre)
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{
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yield return new CentreHit
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{
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StartTime = obj.StartTime,
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Sample = obj.Sample,
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SampleBank = obj.SampleBank,
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IsStrong = strong,
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VelocityMultiplier = legacy_velocity_multiplier
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};
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@ -150,7 +150,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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yield return new RimHit
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{
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StartTime = obj.StartTime,
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Sample = obj.Sample,
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SampleBank = obj.SampleBank,
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IsStrong = strong,
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VelocityMultiplier = legacy_velocity_multiplier
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};
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