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CI Fixes
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@ -18,10 +18,6 @@ namespace osu.Game.Graphics.Containers
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private const int seek_tolerance = 20;
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private const int seek_tolerance = 20;
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private const double min_beat_length = 1E-100;
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private const double min_beat_length = 1E-100;
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public BeatSyncedContainer()
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{
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}
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protected override void Update()
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protected override void Update()
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{
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{
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if (beatmap.Value != null)
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if (beatmap.Value != null)
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@ -33,23 +29,23 @@ namespace osu.Game.Graphics.Containers
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if (controlPoint != null)
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if (controlPoint != null)
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{
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{
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double oldTimingPointStart = timingPointStart;
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double oldTimingPointStart = timingPointStart;
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double beatLenght = double.MinValue;
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double beatLength;
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int oldBeat = beat;
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int oldBeat = beat;
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bool kiai = false;
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bool kiai;
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beatLenght = controlPoint.BeatLength;
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beatLength = controlPoint.BeatLength;
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timingPointStart = controlPoint.Time;
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timingPointStart = controlPoint.Time;
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kiai = kiaiControlPoint?.KiaiMode ?? false;
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kiai = kiaiControlPoint?.KiaiMode ?? false;
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beat = beatLenght > min_beat_length ? (int)((currentTime - timingPointStart) / beatLenght) : 0;
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beat = beatLength > min_beat_length ? (int)((currentTime - timingPointStart) / beatLength) : 0;
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//should we handle negative beats? (before the start of the controlPoint)
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//should we handle negative beats? (before the start of the controlPoint)
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//The beats before the start of the first control point are off by 1, this should do the trick
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//The beats before the start of the first control point are off by 1, this should do the trick
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if (currentTime <= timingPointStart)
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if (currentTime <= timingPointStart)
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beat--;
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beat--;
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if ((timingPointStart != oldTimingPointStart || beat != oldBeat) && (int)((currentTime - timingPointStart) % (beatLenght)) <= seek_tolerance)
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if ((timingPointStart != oldTimingPointStart || beat != oldBeat) && (currentTime - timingPointStart) % (beatLength) <= seek_tolerance)
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OnNewBeat(beat, controlPoint.BeatLength, controlPoint.TimeSignature, kiai);
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OnNewBeat(beat, beatLength, controlPoint.TimeSignature, kiai);
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}
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}
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}
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}
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}
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}
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