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Refactor flow of snapping through HitObjectComposer
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@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit.Compose.Components;
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@ -15,15 +13,5 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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Masking = true;
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}
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protected override float GetVelocity(double time, ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(time);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(time);
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double scoringDistance = OsuHitObject.BASE_SCORING_DISTANCE * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
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return (float)(scoringDistance / timingPoint.BeatLength);
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}
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}
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}
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