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Make availableColumns into a ctor argument.
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@ -29,8 +29,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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private PatternType convertType;
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
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: base(random, hitObject, beatmap, previousPattern)
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public DistanceObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
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: base(random, hitObject, beatmap, availableColumns, previousPattern)
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{
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convertType = PatternType.None;
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if (Beatmap.ControlPointInfo.EffectPointAt(hitObject.StartTime).KiaiMode)
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@ -15,8 +15,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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{
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private readonly double endTime;
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public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap)
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: base(random, hitObject, beatmap, new Pattern())
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public EndTimeObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns)
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: base(random, hitObject, beatmap, availableColumns, new Pattern())
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{
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var endtimeData = HitObject as IHasEndTime;
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@ -20,8 +20,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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private readonly PatternType convertType;
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public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair)
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: base(random, hitObject, beatmap, previousPattern)
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public HitObjectPatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern, double previousTime, Vector2 previousPosition, double density, PatternType lastStair)
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: base(random, hitObject, beatmap, availableColumns, previousPattern)
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{
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StairType = lastStair;
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@ -25,8 +25,8 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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/// </summary>
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protected readonly FastRandom Random;
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protected PatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, Pattern previousPattern)
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: base(hitObject, beatmap, previousPattern)
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protected PatternGenerator(FastRandom random, HitObject hitObject, Beatmap beatmap, int availableColumns, Pattern previousPattern)
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: base(hitObject, beatmap, availableColumns, previousPattern)
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{
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Random = random;
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