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Mark as non-null because next object in here will always has value.
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@ -94,7 +94,7 @@ namespace osu.Game.Rulesets.Mania.Replays
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bool canDelayKeyUpFully = nextObject == null ||
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bool canDelayKeyUpFully = nextObject == null ||
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nextObject.StartTime > endTime + RELEASE_DELAY;
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nextObject.StartTime > endTime + RELEASE_DELAY;
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return endTime + (canDelayKeyUpFully ? RELEASE_DELAY : (nextObject.StartTime - endTime) * 0.9);
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return endTime + (canDelayKeyUpFully ? RELEASE_DELAY : (nextObject!.StartTime - endTime) * 0.9);
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}
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}
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protected override HitObject? GetNextObject(int currentIndex)
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protected override HitObject? GetNextObject(int currentIndex)
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@ -117,7 +117,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
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var nextHitObject = GetNextObject(i); // Get the next object that requires pressing the same button
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var nextHitObject = GetNextObject(i); // Get the next object that requires pressing the same button
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bool canDelayKeyUp = nextHitObject == null || nextHitObject.StartTime > endTime + KEY_UP_DELAY;
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bool canDelayKeyUp = nextHitObject == null || nextHitObject.StartTime > endTime + KEY_UP_DELAY;
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double calculatedDelay = canDelayKeyUp ? KEY_UP_DELAY : (nextHitObject.StartTime - endTime) * 0.9;
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double calculatedDelay = canDelayKeyUp ? KEY_UP_DELAY : (nextHitObject!.StartTime - endTime) * 0.9;
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Frames.Add(new TaikoReplayFrame(endTime + calculatedDelay));
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Frames.Add(new TaikoReplayFrame(endTime + calculatedDelay));
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hitButton = !hitButton;
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hitButton = !hitButton;
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