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base change of aim refactor, isolated
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@ -12,20 +12,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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{
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public class OsuDifficultyHitObject : DifficultyHitObject
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{
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private const int normalized_radius = 52;
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private const int normalized_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
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protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 25ms to account for simultaneous <see cref="OsuDifficultyHitObject"/>s.
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/// </summary>
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public double StrainTime { get; private set; }
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/// <summary>
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/// Normalized distance from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public double JumpDistance { get; private set; }
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/// <summary>
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/// Normalized Vector from the end position of the previous <see cref="OsuDifficultyHitObject"/> to the start position of this <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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public Vector2 JumpVector { get; private set; }
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/// <summary>
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/// Normalized distance between the start and end position of the previous <see cref="OsuDifficultyHitObject"/>.
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/// </summary>
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@ -37,6 +37,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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/// </summary>
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public double? Angle { get; private set; }
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/// <summary>
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/// Milliseconds elapsed since the start time of the previous <see cref="OsuDifficultyHitObject"/>, with a minimum of 50ms.
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/// </summary>
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public readonly double StrainTime;
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private readonly OsuHitObject lastLastObject;
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private readonly OsuHitObject lastObject;
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@ -73,7 +78,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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// Don't need to jump to reach spinners
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if (!(BaseObject is Spinner))
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JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length;
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{
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JumpVector = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor);
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JumpDistance = JumpVector.Length;
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}
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if (lastLastObject != null)
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{
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