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Apply batch fixing of built-in types using var
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@ -109,18 +109,18 @@ namespace osu.Game.Graphics
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{
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foreach (var p in particles)
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{
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var timeSinceStart = currentTime - p.StartTime;
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float timeSinceStart = currentTime - p.StartTime;
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// ignore particles from the future.
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// these can appear when seeking in replays.
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if (timeSinceStart < 0) continue;
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var alpha = p.AlphaAtTime(timeSinceStart);
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float alpha = p.AlphaAtTime(timeSinceStart);
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if (alpha <= 0) continue;
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var pos = p.PositionAtTime(timeSinceStart, gravity, maxDuration);
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var scale = p.ScaleAtTime(timeSinceStart);
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var angle = p.AngleAtTime(timeSinceStart);
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float scale = p.ScaleAtTime(timeSinceStart);
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float angle = p.AngleAtTime(timeSinceStart);
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var rect = createDrawRect(pos, scale);
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@ -139,8 +139,8 @@ namespace osu.Game.Graphics
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private RectangleF createDrawRect(Vector2 position, float scale)
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{
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var width = Texture.DisplayWidth * scale;
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var height = Texture.DisplayHeight * scale;
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float width = Texture.DisplayWidth * scale;
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float height = Texture.DisplayHeight * scale;
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if (relativePositionAxes.HasFlagFast(Axes.X))
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position.X *= sourceSize.X;
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@ -188,7 +188,7 @@ namespace osu.Game.Graphics
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public Vector2 PositionAtTime(float timeSinceStart, float gravity, float maxDuration)
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{
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var progress = progressAtTime(timeSinceStart);
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float progress = progressAtTime(timeSinceStart);
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var currentGravity = new Vector2(0, gravity * Duration / maxDuration * progress);
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return StartPosition + (Velocity + currentGravity) * timeSinceStart / maxDuration;
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