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Apply batch fixing of built-in types using var
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@ -185,9 +185,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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nextTick?.TriggerResult(true);
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var numHits = ticks.Count(r => r.IsHit);
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int numHits = ticks.Count(r => r.IsHit);
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var completion = (float)numHits / HitObject.RequiredHits;
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float completion = (float)numHits / HitObject.RequiredHits;
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expandingRing
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.FadeTo(expandingRing.Alpha + Math.Clamp(completion / 16, 0.1f, 0.6f), 50)
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@ -273,7 +273,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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if (Time.Current < HitObject.StartTime)
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return false;
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var isCentre = e.Action == TaikoAction.LeftCentre || e.Action == TaikoAction.RightCentre;
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bool isCentre = e.Action == TaikoAction.LeftCentre || e.Action == TaikoAction.RightCentre;
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// Ensure alternating centre and rim hits
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if (lastWasCentre == isCentre)
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