don't draw sliderticks that the sliderball already passed
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c87c5a8d7a
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@ -207,20 +207,14 @@ public class Slider implements GameObject {
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if (!overlayAboveNumber)
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hitCircleOverlay.drawCentered(x, y, Colors.WHITE_FADE);
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Colors.WHITE_FADE.a = oldWHITE_FADEalpha;
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color.a = alpha;
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// ticks
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if (ticksT != null) {
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float tickScale = 0.5f + 0.5f * AnimationEquation.OUT_BACK.calc(decorationsAlpha);
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Image tick = GameImage.SLIDER_TICK.getImage().getScaledCopy(tickScale);
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for (int i = 0; i < ticksT.length; i++) {
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Vec2f c = curve.pointAt(ticksT[i]);
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Colors.WHITE_FADE.a = decorationsAlpha;
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tick.drawCentered(c.x, c.y, Colors.WHITE_FADE);
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Colors.WHITE_FADE.a = alpha;
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}
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drawSliderTicks(g, trackPosition, sliderAlpha, decorationsAlpha);
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Colors.WHITE_FADE.a = oldWHITE_FADEalpha;
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}
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if (GameMod.HIDDEN.isActive()) {
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final int hiddenDecayTime = game.getHiddenDecayTime();
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final int hiddenTimeDiff = game.getHiddenTimeDiff();
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@ -312,6 +306,33 @@ public class Slider implements GameObject {
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Colors.WHITE_FADE.a = oldAlpha;
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}
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private void drawSliderTicks(Graphics g, int trackPosition, float curveAlpha, float decorationsAlpha) {
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float tickScale = 0.5f + 0.5f * AnimationEquation.OUT_BACK.calc(decorationsAlpha);
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Image tick = GameImage.SLIDER_TICK.getImage().getScaledCopy(tickScale);
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// calculate which ticks need to be drawn (don't draw if sliderball crossed it)
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int min = 0;
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int max = ticksT.length;
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if (trackPosition > hitObject.getTime()) {
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for (int i = 0; i < ticksT.length; ) {
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if (((trackPosition - hitObject.getTime()) % sliderTime) / sliderTime < ticksT[i]) {
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break;
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}
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min = ++i;
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}
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}
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if (currentRepeats % 2 == 1) {
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max -= min;
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min = 0;
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}
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for (int i = min; i < max; i++) {
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Vec2f c = curve.pointAt(ticksT[i]);
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Colors.WHITE_FADE.a = Math.min(curveAlpha, decorationsAlpha);
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tick.drawCentered(c.x, c.y, Colors.WHITE_FADE);
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}
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}
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/**
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* Calculates the slider hit result.
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* @return the hit result (GameData.HIT_* constants)
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