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Merge branch 'master' into aim-refactor-base
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@ -69,6 +69,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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private void setDistances(double clockRate)
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{
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// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
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if (BaseObject is Spinner || lastObject is Spinner)
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return;
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// We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
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float scalingFactor = normalized_radius / (float)BaseObject.Radius;
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@ -89,14 +93,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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Vector2 lastCursorPosition = getEndCursorPosition(lastObject);
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// Don't need to jump to reach spinners
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if (!(BaseObject is Spinner))
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{
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JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
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MovementDistance = Math.Min(JumpDistance, MovementDistance);
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}
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JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
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MovementDistance = Math.Min(JumpDistance, MovementDistance);
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if (lastLastObject != null)
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if (lastLastObject != null && !(lastLastObject is Spinner))
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{
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Vector2 lastLastCursorPosition = getEndCursorPosition(lastLastObject);
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