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Remove SliderVelocityAt, compute it manually inside hit objects.
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@ -14,6 +14,11 @@ namespace osu.Game.Modes.Taiko.Objects
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/// </summary>
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public const float CIRCLE_RADIUS = 42f;
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/// <summary>
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/// Time (in milliseconds) to scroll in the hit object with a speed-adjusted beat length of 1 second.
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/// </summary>
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private const double base_scroll_time = 6000;
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/// <summary>
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/// The time to scroll in the HitObject.
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/// </summary>
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@ -34,7 +39,7 @@ namespace osu.Game.Modes.Taiko.Objects
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{
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base.ApplyDefaults(timing, difficulty);
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PreEmpt = 600 / (timing.SliderVelocityAt(StartTime) * difficulty.SliderMultiplier) * 1000;
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PreEmpt = base_scroll_time / difficulty.SliderMultiplier * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / 1000;
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ControlPoint overridePoint;
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Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;
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