use mapid to decide starting hue for rainbow objects, also use mapid instead of title for direction etc
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@ -1183,7 +1183,12 @@ public class Game extends BasicGameState {
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Dancer.instance.reset();
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Pippi.reset();
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MoverDirection.reset(beatmap.getTitle());
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MoverDirection.reset(beatmap.beatmapID);
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Slider.bpm = beatmap.bpmMin * GameMod.getSpeedMultiplier();
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ObjectColorOverrides.reset(beatmap.beatmapID);
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CursorColorOverrides.reset(beatmap.beatmapID);
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// free all previously cached hitobject to framebuffer mappings if some still exist
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FrameBufferCache.getInstance().freeMap();
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@ -1230,7 +1235,6 @@ public class Game extends BasicGameState {
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// initialize object maps
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CursorColorOverrides.comboColors = ObjectColorOverrides.comboColors = beatmap.getComboColors();
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ObjectColorOverrides.hue = 0f;
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for (int i = 0; i < beatmap.objects.length; i++) {
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HitObject hitObject = beatmap.objects[i];
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@ -1327,13 +1331,9 @@ public class Game extends BasicGameState {
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SoundController.mute(false);
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}
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Slider.bpm = beatmap.bpmMin * GameMod.getSpeedMultiplier();
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mirrorFrom = 0;
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mirrorTo = gameObjects.length;
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ObjectColorOverrides.reset(beatmap.getTitle());
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CursorColorOverrides.reset(beatmap.getTitle());
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skipButton.resetHover();
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if (isReplay || GameMod.AUTO.isActive())
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playbackSpeed.getButton().resetHover();
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@ -76,8 +76,8 @@ public enum CursorColorOverrides {
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this.nr = nr;
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}
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public static void reset(String mapname) {
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hue = mapname.hashCode() % 360;
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public static void reset(int mapID) {
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hue = mapID % 360;
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}
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@Override
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@ -59,8 +59,8 @@ public enum MoverDirection {
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this.nr = nr;
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}
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public static void reset(String mapName) {
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rand = new Random(mapName.hashCode());
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public static void reset(int mapID) {
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rand = new Random(mapID);
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}
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public abstract int getDirection(int currentDirection);
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@ -78,8 +78,8 @@ public enum ObjectColorOverrides {
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this.nr = nr;
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}
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public static void reset(String mapname) {
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hue = mapname.hashCode() % 360;
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public static void reset(int mapID) {
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hue = mapID % 360;
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}
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@Override
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