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Specify types explicitly and don't handle non-nullable values with fallbacks
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@ -37,9 +37,10 @@ namespace osu.Game.Rulesets.Taiko.Mods
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protected double MultiplierAt(double position)
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{
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var beatLength = controlPointInfo.TimingPointAt(position)?.BeatLength;
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var speedMultiplier = controlPointInfo.DifficultyPointAt(position)?.SpeedMultiplier;
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return originalSliderMultiplier * (speedMultiplier ?? 1.0) * TimingControlPoint.DEFAULT_BEAT_LENGTH / (beatLength ?? TimingControlPoint.DEFAULT_BEAT_LENGTH);
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double beatLength = controlPointInfo.TimingPointAt(position).BeatLength;
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double speedMultiplier = controlPointInfo.DifficultyPointAt(position).SpeedMultiplier;
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return originalSliderMultiplier * speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength;
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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@ -56,9 +57,9 @@ namespace osu.Game.Rulesets.Taiko.Mods
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return;
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}
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var preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime);
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var start = hitObject.HitObject.StartTime - preempt * 0.6;
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var duration = preempt * 0.3;
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double preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime);
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double start = hitObject.HitObject.StartTime - preempt * 0.6;
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double duration = preempt * 0.3;
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using (hitObject.BeginAbsoluteSequence(start))
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{
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