Skin options: HitCircleOverlayAboveNumber, LayeredHitSounds.
Also includes a cursor fix: beatmap-skinned cursors are now always treated like new-style cursors (as in osu!), and no longer render cursormiddle unless also skinned. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@@ -22,6 +22,7 @@ import itdelatrisu.opsu.GameData;
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import itdelatrisu.opsu.GameData.HitObjectType;
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import itdelatrisu.opsu.GameImage;
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import itdelatrisu.opsu.GameMod;
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import itdelatrisu.opsu.Options;
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import itdelatrisu.opsu.Utils;
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import itdelatrisu.opsu.beatmap.HitObject;
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import itdelatrisu.opsu.states.Game;
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@@ -99,9 +100,13 @@ public class Circle implements GameObject {
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if (timeDiff >= 0)
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GameImage.APPROACHCIRCLE.getImage().getScaledCopy(approachScale).drawCentered(x, y, color);
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GameImage.HITCIRCLE.getImage().drawCentered(x, y, color);
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GameImage.HITCIRCLE_OVERLAY.getImage().drawCentered(x, y, Utils.COLOR_WHITE_FADE);
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boolean overlayAboveNumber = Options.getSkin().isHitCircleOverlayAboveNumber();
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if (!overlayAboveNumber)
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GameImage.HITCIRCLE_OVERLAY.getImage().drawCentered(x, y, Utils.COLOR_WHITE_FADE);
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data.drawSymbolNumber(hitObject.getComboNumber(), x, y,
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GameImage.HITCIRCLE.getImage().getWidth() * 0.40f / data.getDefaultSymbolImage(0).getHeight(), alpha);
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if (overlayAboveNumber)
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GameImage.HITCIRCLE_OVERLAY.getImage().drawCentered(x, y, Utils.COLOR_WHITE_FADE);
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Utils.COLOR_WHITE_FADE.a = oldAlpha;
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}
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