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@ -233,6 +233,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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noteCount = Math.Min(noteCount, TotalColumns - RandomStart - PreviousPattern.ColumnWithObjects);
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int nextColumn = GetColumn((HitObject as IHasXPosition)?.X ?? 0, true);
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for (int i = 0; i < noteCount; i++)
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{
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nextColumn = allowStacking
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@ -303,6 +304,7 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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int columnLimit = (TotalColumns % 2 == 0 ? TotalColumns : TotalColumns - 1) / 2;
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int nextColumn = GetRandomColumn(upperBound: columnLimit);
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for (int i = 0; i < noteCount; i++)
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{
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nextColumn = FindAvailableColumn(nextColumn, upperBound: columnLimit, patterns: pattern);
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@ -340,18 +342,21 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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p4 = 0;
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p5 = 0;
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break;
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case 3:
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p2 = Math.Min(p2, 0.1);
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p3 = 0;
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p4 = 0;
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p5 = 0;
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break;
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case 4:
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p2 = Math.Min(p2, 0.23);
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p3 = Math.Min(p3, 0.04);
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p4 = 0;
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p5 = 0;
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break;
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case 5:
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p3 = Math.Min(p3, 0.15);
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p4 = Math.Min(p4, 0.03);
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@ -384,20 +389,24 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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p2 = 0;
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p3 = 0;
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break;
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case 3:
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centreProbability = Math.Min(centreProbability, 0.03);
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p2 = 0;
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p3 = 0;
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break;
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case 4:
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centreProbability = 0;
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p2 = Math.Min(p2 * 2, 0.2);
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p3 = 0;
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break;
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case 5:
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centreProbability = Math.Min(centreProbability, 0.03);
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p3 = 0;
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break;
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case 6:
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centreProbability = 0;
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p2 = Math.Min(p2 * 2, 0.5);
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