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Remove SliderVelocityAt, compute it manually inside hit objects.
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@ -13,6 +13,11 @@ namespace osu.Game.Modes.Taiko.Objects
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{
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public class DrumRoll : TaikoHitObject, IHasDistance
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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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/// </summary>
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private const float base_distance = 100;
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public double EndTime => StartTime + Distance / Velocity;
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public double Duration => EndTime - StartTime;
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@ -59,7 +64,7 @@ namespace osu.Game.Modes.Taiko.Objects
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{
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base.ApplyDefaults(timing, difficulty);
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Velocity = timing.SliderVelocityAt(StartTime) * difficulty.SliderMultiplier / 1000;
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Velocity = base_distance * difficulty.SliderMultiplier * difficulty.SliderTickRate * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime);
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TickTimeDistance = timing.BeatLengthAt(StartTime);
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//TODO: move this to legacy conversion code to allow for direct division without special case.
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