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Merge branch 'master' into fix-taiko-endless-conversion
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@ -9,6 +9,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Utils;
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using System.Threading;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Formats;
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@ -49,14 +50,14 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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public override bool CanConvert() => true;
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protected override Beatmap<TaikoHitObject> ConvertBeatmap(IBeatmap original)
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protected override Beatmap<TaikoHitObject> ConvertBeatmap(IBeatmap original, CancellationToken cancellationToken)
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{
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// Rewrite the beatmap info to add the slider velocity multiplier
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original.BeatmapInfo = original.BeatmapInfo.Clone();
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original.BeatmapInfo.BaseDifficulty = original.BeatmapInfo.BaseDifficulty.Clone();
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original.BeatmapInfo.BaseDifficulty.SliderMultiplier *= LEGACY_VELOCITY_MULTIPLIER;
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Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original);
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Beatmap<TaikoHitObject> converted = base.ConvertBeatmap(original, cancellationToken);
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if (original.BeatmapInfo.RulesetID == 3)
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{
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@ -73,7 +74,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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return converted;
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}
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protected override IEnumerable<TaikoHitObject> ConvertHitObject(HitObject obj, IBeatmap beatmap)
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protected override IEnumerable<TaikoHitObject> ConvertHitObject(HitObject obj, IBeatmap beatmap, CancellationToken cancellationToken)
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{
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// Old osu! used hit sounding to determine various hit type information
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IList<HitSampleInfo> samples = obj.Samples;
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