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Split out IHasPath from IHasCurve to better define hitobjects
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@ -3,9 +3,7 @@
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using osu.Game.Rulesets.Objects.Types;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using osu.Game.Audio;
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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.Judgements;
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@ -17,7 +15,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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public class DrumRoll : TaikoHitObject, IHasCurve
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public class DrumRoll : TaikoHitObject, IHasPath
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{
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/// <summary>
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/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
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@ -115,11 +113,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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double IHasDistance.Distance => Duration * Velocity;
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int IHasRepeats.RepeatCount { get => 0; set { } }
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List<IList<HitSampleInfo>> IHasRepeats.NodeSamples => new List<IList<HitSampleInfo>>();
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SliderPath IHasCurve.Path
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SliderPath IHasPath.Path
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=> new SliderPath(PathType.Linear, new[] { Vector2.Zero, new Vector2(1) }, ((IHasDistance)this).Distance / TaikoBeatmapConverter.LEGACY_VELOCITY_MULTIPLIER);
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#endregion
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