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Rework/rewrite beatmap parsing to parse to base hit objects, which mode-specific beatmap converters can then use.
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@ -110,10 +110,10 @@ namespace osu.Game.Modes.Osu.Objects.Drawables.Pieces
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{
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progress -= border_portion;
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bytes[i * 4] = (byte)(slider.Colour.R * 255);
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bytes[i * 4 + 1] = (byte)(slider.Colour.G * 255);
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bytes[i * 4 + 2] = (byte)(slider.Colour.B * 255);
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bytes[i * 4 + 3] = (byte)((opacity_at_edge - (opacity_at_edge - opacity_at_centre) * progress / gradient_portion) * (slider.Colour.A * 255));
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bytes[i * 4] = (byte)(slider.ComboColour.R * 255);
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bytes[i * 4 + 1] = (byte)(slider.ComboColour.G * 255);
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bytes[i * 4 + 2] = (byte)(slider.ComboColour.B * 255);
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bytes[i * 4 + 3] = (byte)((opacity_at_edge - (opacity_at_edge - opacity_at_centre) * progress / gradient_portion) * (slider.ComboColour.A * 255));
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}
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}
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