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Fix off-by-ones in RepeatPoint code
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@ -72,6 +72,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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}
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public void UpdateSnakingPosition(Vector2 start, Vector2 end) => Position = repeatPoint.RepeatIndex % 2 == 1 ? end : start;
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public void UpdateSnakingPosition(Vector2 start, Vector2 end) => Position = repeatPoint.RepeatIndex % 2 == 0 ? end : start;
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}
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}
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@ -73,12 +73,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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AddNested(InitialCircle);
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var repeatDuration = s.Curve.Distance / s.Velocity;
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var spanDuration = s.Curve.Distance / s.Velocity;
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foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
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{
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var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
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var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
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var fadeOutTime = repeatStartTime + repeatDuration;
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var spanStartTime = s.StartTime + tick.SpanIndex * spanDuration;
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var fadeInTime = spanStartTime + (tick.StartTime - spanStartTime) / 2 - (tick.SpanIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
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var fadeOutTime = spanStartTime + spanDuration;
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var drawableTick = new DrawableSliderTick(tick)
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{
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@ -93,9 +93,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var repeatPoint in s.NestedHitObjects.OfType<RepeatPoint>())
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{
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var repeatStartTime = s.StartTime + repeatPoint.RepeatIndex * repeatDuration;
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var repeatStartTime = s.StartTime + (repeatPoint.RepeatIndex + 1) * spanDuration;
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var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
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var fadeOutTime = repeatStartTime + repeatDuration;
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var fadeOutTime = repeatStartTime + spanDuration;
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var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
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{
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