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https://github.com/osukey/osukey.git
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Remove now unneeded ApplyBeatmap.
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@ -173,8 +173,6 @@ namespace osu.Game.Rulesets.UI
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// Post-process the beatmap
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// Post-process the beatmap
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processor.PostProcess(Beatmap);
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processor.PostProcess(Beatmap);
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ApplyBeatmap();
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// Add mods, should always be the last thing applied to give full control to mods
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// Add mods, should always be the last thing applied to give full control to mods
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applyMods(Mods);
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applyMods(Mods);
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}
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}
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@ -192,11 +190,6 @@ namespace osu.Game.Rulesets.UI
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mod.ApplyToRulesetContainer(this);
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mod.ApplyToRulesetContainer(this);
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}
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}
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/// <summary>
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/// Called when the beatmap of this hit renderer has been set. Used to apply any default values from the beatmap.
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/// </summary>
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protected virtual void ApplyBeatmap() { }
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/// <summary>
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/// <summary>
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/// Creates a processor to perform post-processing operations
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/// Creates a processor to perform post-processing operations
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/// on HitObjects in converted Beatmaps.
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/// on HitObjects in converted Beatmaps.
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@ -39,17 +39,6 @@ namespace osu.Game.Rulesets.UI
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load()
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private void load()
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{
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DefaultControlPoints.ForEach(c => applySpeedAdjustment(c, Playfield));
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}
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private void applySpeedAdjustment(MultiplierControlPoint controlPoint, ScrollingPlayfield<TObject, TJudgement> playfield)
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{
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playfield.HitObjects.AddSpeedAdjustment(CreateSpeedAdjustmentContainer(controlPoint));
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playfield.NestedPlayfields.ForEach(p => applySpeedAdjustment(controlPoint, p));
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}
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protected override void ApplyBeatmap()
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{
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{
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// Calculate default multiplier control points
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// Calculate default multiplier control points
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var lastTimingPoint = new TimingControlPoint();
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var lastTimingPoint = new TimingControlPoint();
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@ -95,6 +84,14 @@ namespace osu.Game.Rulesets.UI
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// If we have no control points, add a default one
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// If we have no control points, add a default one
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if (DefaultControlPoints.Count == 0)
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if (DefaultControlPoints.Count == 0)
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DefaultControlPoints.Add(new MultiplierControlPoint());
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DefaultControlPoints.Add(new MultiplierControlPoint());
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DefaultControlPoints.ForEach(c => applySpeedAdjustment(c, Playfield));
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}
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private void applySpeedAdjustment(MultiplierControlPoint controlPoint, ScrollingPlayfield<TObject, TJudgement> playfield)
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{
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playfield.HitObjects.AddSpeedAdjustment(CreateSpeedAdjustmentContainer(controlPoint));
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playfield.NestedPlayfields.ForEach(p => applySpeedAdjustment(controlPoint, p));
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}
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}
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/// <summary>
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/// <summary>
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