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Fix taiko HD not calculating pre-empt correctly
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@ -2,43 +2,41 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics;
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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.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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public class TaikoModHidden : ModHidden
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public class TaikoModHidden : ModHidden, IApplicableToDrawableRuleset<TaikoHitObject>
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{
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public override string Description => @"Beats fade out before you hit them!";
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public override double ScoreMultiplier => 1.06;
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private ControlPointInfo controlPointInfo;
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private DrawableTaikoRuleset drawableRuleset;
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public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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{
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this.drawableRuleset = (DrawableTaikoRuleset)drawableRuleset;
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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ApplyNormalVisibilityState(hitObject, state);
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}
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protected double MultiplierAt(double position)
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{
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double beatLength = controlPointInfo.TimingPointAt(position).BeatLength;
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double speedMultiplier = controlPointInfo.DifficultyPointAt(position).SpeedMultiplier;
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return speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength;
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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switch (hitObject)
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{
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case DrawableDrumRollTick _:
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case DrawableHit _:
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double preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime);
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double preempt = drawableRuleset.TimeRange.Value / drawableRuleset.ControlPointAt(hitObject.HitObject.StartTime).Multiplier;
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double start = hitObject.HitObject.StartTime - preempt * 0.6;
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double duration = preempt * 0.3;
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@ -56,10 +54,5 @@ namespace osu.Game.Rulesets.Taiko.Mods
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break;
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}
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}
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public override void ApplyToBeatmap(IBeatmap beatmap)
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{
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controlPointInfo = beatmap.ControlPointInfo;
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}
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}
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}
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