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Have you actually faced any issues because of this? Fixing this would break endtime calculation. I understand that this implementation is unintuitive as hell and may be incorrect, but that's how it's been implemented in osu! for ages.
Not really an issue I guess, but like you said, it's very confusing when doing things involving beat length and bpm multiplier.
Sorry that I forgot to mention it originally but I meant to also adjust endtime calc for this. The way I did it was by removing the bpm multiplier from BeatLengthAt and adding a new method to beatmap to get the final slider velocity (100 * SliderMultiplier * BpmMultiplier). int duration = (int)(pixelLength / beatmap.SliderVelocityAt(startTme) * repeats * beatmap.BeatLengthAt(startTime));
Don't know if that's a good way to do it but it made a lot more sense to me. And imo this would be helpful for anyone else that comes across this.
return Clamp((float)-timingPoint.BeatLength, 10, 1000) / 100f;
e.g. when beat length is -1000, bpm multiplier should be 0.1 instead of 10.
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