TaterToes
TaterToes
it seems like we gotta do something like this? This only involves seeking back  unsure how to implement it though.
```csharp ? editorBeatmap.ControlPointInfo.AllControlPoints.LastOrDefault(p => p.Time < clock.CurrentTime); ``` yeah, so it seems like there isn't a time given to account for between presses. so it just keeps seeking back to...
Seeking an Autoplay-active test gameplay to a time before it's activation, will stop it from working
I would like to work on this, but I am unsure how to approach this. Based on my (very limited) knowledge) ```csharp var score = autoplay.CreateScoreFromReplayData(GameplayState.Beatmap, [autoplay]); // remove past...
Seeking an Autoplay-active test gameplay to a time before it's activation, will stop it from working
i think i got it.
i dont know where the code is to click on the progress bar to change the time so i would like some help on where that function is so i...
seems like this approach doesnt work as the score stays the same within the replay timeline. might just have to scrap this pull request or figure out how to deal...
Closing as of now, might continue another pull request with a different solution in the future.
 What does this mean?
Ok, here's the current rundown as of currently. --- ### ON INITIALIZATION - Cursor is set to where the player last left it on screen. - In stable I believe,...
stable doesnt look like it drains health for when it misses a tick, but. ```csharp case HitResult.SmallTickMiss: return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14); case HitResult.LargeTickMiss: return IBeatmapDifficultyInfo.DifficultyRange(Beatmap.Difficulty.DrainRate, -0.02, -0.075, -0.14); ```...