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Privatise some fields
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@ -26,19 +26,19 @@ namespace osu.Game.Rulesets.Osu.Mods
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protected const double FLASH_DURATION = 1000;
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protected const double FLASH_DURATION = 1000;
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protected DrawableRuleset<OsuHitObject> Ruleset = null!;
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protected OsuAction? LastActionPressed;
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/// <summary>
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/// <summary>
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/// A tracker for periods where alternate should not be forced (i.e. non-gameplay periods).
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/// A tracker for periods where alternate should not be forced (i.e. non-gameplay periods).
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/// </summary>
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/// </summary>
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/// <remarks>
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/// <remarks>
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/// This is different from <see cref="Player.IsBreakTime"/> in that the periods here end strictly at the first object after the break, rather than the break's end time.
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/// This is different from <see cref="Player.IsBreakTime"/> in that the periods here end strictly at the first object after the break, rather than the break's end time.
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/// </remarks>
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/// </remarks>
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protected PeriodTracker NonGameplayPeriods = null!;
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private PeriodTracker nonGameplayPeriods = null!;
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protected DrawableRuleset<OsuHitObject> Ruleset = null!;
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private IFrameStableClock gameplayClock = null!;
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protected IFrameStableClock GameplayClock = null!;
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protected OsuAction? LastActionPressed;
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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{
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@ -57,14 +57,14 @@ namespace osu.Game.Rulesets.Osu.Mods
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static double getValidJudgementTime(HitObject hitObject) => hitObject.StartTime - hitObject.HitWindows.WindowFor(HitResult.Meh);
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static double getValidJudgementTime(HitObject hitObject) => hitObject.StartTime - hitObject.HitWindows.WindowFor(HitResult.Meh);
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}
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}
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NonGameplayPeriods = new PeriodTracker(periods);
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nonGameplayPeriods = new PeriodTracker(periods);
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GameplayClock = drawableRuleset.FrameStableClock;
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gameplayClock = drawableRuleset.FrameStableClock;
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}
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}
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protected virtual bool CheckCorrectAction(OsuAction action)
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protected virtual bool CheckCorrectAction(OsuAction action)
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{
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{
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if (NonGameplayPeriods.IsInAny(GameplayClock.CurrentTime))
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if (nonGameplayPeriods.IsInAny(gameplayClock.CurrentTime))
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{
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{
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LastActionPressed = null;
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LastActionPressed = null;
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return true;
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return true;
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