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Use object list size for object position
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@ -50,7 +50,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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CatchHitObject lastObject = null;
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List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
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int index = 0;
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// In 2B beatmaps, it is possible that a normal Fruit is placed in the middle of a JuiceStream.
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foreach (var hitObject in beatmap.HitObjects
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@ -63,10 +62,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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continue;
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if (lastObject != null)
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{
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objects.Add(new CatchDifficultyHitObject(hitObject, lastObject, clockRate, halfCatcherWidth, objects, index));
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index++;
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}
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objects.Add(new CatchDifficultyHitObject(hitObject, lastObject, clockRate, halfCatcherWidth, objects));
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lastObject = hitObject;
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}
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@ -25,8 +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, List<DifficultyHitObject> objects, int position)
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: base(hitObject, lastObject, clockRate, objects, position)
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public CatchDifficultyHitObject(HitObject hitObject, HitObject lastObject, double clockRate, float halfCatcherWidth, List<DifficultyHitObject> objects)
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: base(hitObject, lastObject, clockRate, objects)
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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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