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Make hitobject samples a bindable list
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@ -79,7 +79,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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var curveData = obj as IHasCurve;
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// Old osu! used hit sounding to determine various hit type information
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List<HitSampleInfo> samples = obj.Samples;
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IList<HitSampleInfo> samples = obj.Samples;
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bool strong = samples.Any(s => s.Name == HitSampleInfo.HIT_FINISH);
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@ -117,13 +117,13 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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if (!isForCurrentRuleset && tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength)
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{
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List<List<HitSampleInfo>> allSamples = curveData != null ? curveData.NodeSamples : new List<List<HitSampleInfo>>(new[] { samples });
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List<IList<HitSampleInfo>> allSamples = curveData != null ? curveData.NodeSamples : new List<IList<HitSampleInfo>>(new[] { samples });
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int i = 0;
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for (double j = obj.StartTime; j <= obj.StartTime + taikoDuration + tickSpacing / 8; j += tickSpacing)
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{
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List<HitSampleInfo> currentSamples = allSamples[i];
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IList<HitSampleInfo> currentSamples = allSamples[i];
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bool isRim = currentSamples.Any(s => s.Name == HitSampleInfo.HIT_CLAP || s.Name == HitSampleInfo.HIT_WHISTLE);
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strong = currentSamples.Any(s => s.Name == HitSampleInfo.HIT_FINISH);
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