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Standardize osu!catch coordinate system
There were two coordinate systems used: - 0..512 (used in osu!stable) - 0..1 (relative coordinate) This commit replaces the usage of the relative coordinate system to the coordinate system of 0..512.
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@ -3,7 +3,6 @@
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using System;
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using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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@ -68,7 +67,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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}
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// Bonus for edge dashes.
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if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f / CatchPlayfield.BASE_WIDTH)
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if (catchCurrent.LastObject.DistanceToHyperDash <= 20.0f)
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{
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if (!catchCurrent.LastObject.HyperDash)
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edgeDashBonus += 5.7;
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@ -78,7 +77,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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playerPosition = catchCurrent.NormalizedPosition;
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}
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distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 20) * Math.Pow((Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values
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distanceAddition *= 1.0 + edgeDashBonus * ((20 - catchCurrent.LastObject.DistanceToHyperDash) / 20) * Math.Pow((Math.Min(catchCurrent.StrainTime * catchCurrent.ClockRate, 265) / 265), 1.5); // Edge Dashes are easier at lower ms values
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}
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lastPlayerPosition = playerPosition;
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