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Rework beatmap post-processing into HitRenderer.
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@ -19,7 +19,13 @@ namespace osu.Game.Beatmaps
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{
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public BeatmapInfo BeatmapInfo;
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public List<ControlPoint> ControlPoints;
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public List<Color4> ComboColors;
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public List<Color4> ComboColors = new List<Color4>
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{
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new Color4(17, 136, 170, 255),
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new Color4(102, 136, 0, 255),
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new Color4(204, 102, 0, 255),
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new Color4(121, 9, 13, 255)
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};
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public BeatmapMetadata Metadata => BeatmapInfo?.Metadata ?? BeatmapInfo?.BeatmapSet?.Metadata;
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@ -34,9 +40,9 @@ namespace osu.Game.Beatmaps
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/// <param name="original">The original beatmap to use the parameters of.</param>
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public Beatmap(Beatmap original = null)
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{
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BeatmapInfo = original?.BeatmapInfo;
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ControlPoints = original?.ControlPoints;
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ComboColors = original?.ComboColors;
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BeatmapInfo = original?.BeatmapInfo ?? BeatmapInfo;
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ControlPoints = original?.ControlPoints ?? ControlPoints;
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ComboColors = original?.ComboColors ?? ComboColors;
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}
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public double BPMMaximum => 60000 / (ControlPoints?.Where(c => c.BeatLength != 0).OrderBy(c => c.BeatLength).FirstOrDefault() ?? ControlPoint.Default).BeatLength;
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