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Apply batch fixing of built-in types using var
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@ -193,8 +193,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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private IEnumerable<double> generateBeats(IBeatmap beatmap)
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{
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var startTime = originalHitObjects.First().StartTime;
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var endTime = originalHitObjects.Last().GetEndTime();
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double startTime = originalHitObjects.First().StartTime;
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double endTime = originalHitObjects.Last().GetEndTime();
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var beats = beatmap.ControlPointInfo.TimingPoints
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// Ignore timing points after endTime
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@ -208,9 +208,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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.ToList();
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// Remove beats that are too close to the next one (e.g. due to timing point changes)
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for (var i = beats.Count - 2; i >= 0; i--)
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for (int i = beats.Count - 2; i >= 0; i--)
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{
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var beat = beats[i];
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double beat = beats[i];
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if (!definitelyBigger(beats[i + 1] - beat, beatmap.ControlPointInfo.TimingPointAt(beat).BeatLength / 2))
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beats.RemoveAt(i);
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@ -250,13 +250,13 @@ namespace osu.Game.Rulesets.Osu.Mods
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// Other kinds of combo info are also added in the process
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var combos = hitObjects.GroupBy(x => x.ComboIndex).ToList();
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for (var i = 0; i < combos.Count; i++)
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for (int i = 0; i < combos.Count; i++)
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{
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var group = combos[i].ToList();
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group.First().NewCombo = true;
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group.Last().LastInCombo = true;
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for (var j = 0; j < group.Count; j++)
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for (int j = 0; j < group.Count; j++)
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{
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var x = group[j];
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x.ComboIndex = i;
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@ -273,17 +273,17 @@ namespace osu.Game.Rulesets.Osu.Mods
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const float two_pi = MathF.PI * 2;
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var direction = two_pi * nextSingle();
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var maxComboIndex = hitObjects.Last().ComboIndex;
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float direction = two_pi * nextSingle();
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int maxComboIndex = hitObjects.Last().ComboIndex;
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for (var i = 0; i < hitObjects.Count; i++)
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for (int i = 0; i < hitObjects.Count; i++)
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{
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var obj = hitObjects[i];
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var lastPos = i == 0
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? Vector2.Divide(OsuPlayfield.BASE_SIZE, 2)
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: hitObjects[i - 1].Position;
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var distance = maxComboIndex == 0
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float distance = maxComboIndex == 0
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? (float)obj.Radius
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: mapRange(obj.ComboIndex, 0, maxComboIndex, (float)obj.Radius, max_base_distance);
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if (obj.NewCombo) distance *= 1.5f;
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@ -292,7 +292,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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// Attempt to place the circle at a place that does not overlap with previous ones
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var tryCount = 0;
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int tryCount = 0;
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// for checking overlap
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var precedingObjects = hitObjects.SkipLast(hitObjects.Count - i).TakeLast(overlap_check_count).ToList();
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@ -363,7 +363,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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var beats = new List<double>();
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int i = 0;
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var currentTime = timingPoint.Time;
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double currentTime = timingPoint.Time;
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while (!definitelyBigger(currentTime, mapEndTime) && controlPointInfo.TimingPointAt(currentTime) == timingPoint)
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{
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@ -377,7 +377,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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private OsuHitObject getClosestHitObject(List<OsuHitObject> hitObjects, double time)
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{
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var precedingIndex = hitObjects.FindLastIndex(h => h.StartTime < time);
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int precedingIndex = hitObjects.FindLastIndex(h => h.StartTime < time);
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if (precedingIndex == hitObjects.Count - 1) return hitObjects[precedingIndex];
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@ -457,7 +457,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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private void clampToPlayfield(OsuHitObject obj)
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{
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var position = obj.Position;
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var radius = (float)obj.Radius;
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float radius = (float)obj.Radius;
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if (position.Y < radius)
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position.Y = radius;
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