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Fix most warnings.
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@ -100,22 +100,23 @@ namespace osu.Game.Modes.Osu
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protected bool CalculateStrainValues()
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{
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// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
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List<OsuHitObjectDifficulty>.Enumerator hitObjectsEnumerator = DifficultyHitObjects.GetEnumerator();
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if (!hitObjectsEnumerator.MoveNext()) return false;
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OsuHitObjectDifficulty currentHitObject = hitObjectsEnumerator.Current;
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OsuHitObjectDifficulty nextHitObject;
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// First hitObject starts at strain 1. 1 is the default for strain values, so we don't need to set it here. See DifficultyHitObject.
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while (hitObjectsEnumerator.MoveNext())
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using (List<OsuHitObjectDifficulty>.Enumerator hitObjectsEnumerator = DifficultyHitObjects.GetEnumerator())
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{
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nextHitObject = hitObjectsEnumerator.Current;
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nextHitObject.CalculateStrains(currentHitObject, TimeRate);
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currentHitObject = nextHitObject;
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}
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return true;
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if (!hitObjectsEnumerator.MoveNext()) return false;
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OsuHitObjectDifficulty current = hitObjectsEnumerator.Current;
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// First hitObject starts at strain 1. 1 is the default for strain values, so we don't need to set it here. See DifficultyHitObject.
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while (hitObjectsEnumerator.MoveNext())
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{
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var next = hitObjectsEnumerator.Current;
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next?.CalculateStrains(current, TimeRate);
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current = next;
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}
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return true;
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}
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}
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/// <summary>
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@ -184,7 +185,7 @@ namespace osu.Game.Modes.Osu
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}
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// Those values are used as array indices. Be careful when changing them!
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public enum DifficultyType : int
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public enum DifficultyType
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{
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Speed = 0,
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Aim,
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