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Invert spinnerNoBlink to spinnerBlink locally
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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
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private Sprite metreSprite;
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private Sprite metreSprite;
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private Container metre;
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private Container metre;
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private bool spinnerNoBlink;
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private bool spinnerBlink;
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private const float sprite_scale = 1 / 1.6f;
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private const float sprite_scale = 1 / 1.6f;
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private const float final_metre_height = 692 * sprite_scale;
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private const float final_metre_height = 692 * sprite_scale;
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@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(ISkinSource source, DrawableHitObject drawableObject)
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private void load(ISkinSource source, DrawableHitObject drawableObject)
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{
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{
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spinnerNoBlink = source.GetConfig<LegacySetting, bool>(LegacySetting.SpinnerNoBlink)?.Value ?? false;
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spinnerBlink = !source.GetConfig<LegacySetting, bool>(LegacySetting.SpinnerNoBlink)?.Value ?? true;
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drawableSpinner = (DrawableSpinner)drawableObject;
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drawableSpinner = (DrawableSpinner)drawableObject;
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@ -125,12 +125,12 @@ namespace osu.Game.Rulesets.Osu.Skinning
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progress *= 100;
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progress *= 100;
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// the spinner should still blink at 100% progress.
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// the spinner should still blink at 100% progress.
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if (!spinnerNoBlink)
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if (spinnerBlink)
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progress = Math.Min(99, progress);
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progress = Math.Min(99, progress);
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int barCount = (int)progress / 10;
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int barCount = (int)progress / 10;
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if (!spinnerNoBlink && RNG.NextBool(((int)progress % 10) / 10f))
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if (spinnerBlink && RNG.NextBool(((int)progress % 10) / 10f))
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barCount++;
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barCount++;
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return (float)barCount / total_bars * final_metre_height;
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return (float)barCount / total_bars * final_metre_height;
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