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Centralise End/StartTime retrieval to extension method
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@ -10,7 +10,7 @@ using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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@ -96,7 +96,7 @@ namespace osu.Game.Rulesets.Osu.Replays
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private void addDelayedMovements(OsuHitObject h, OsuHitObject prev)
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{
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double endTime = (prev as IHasEndTime)?.EndTime ?? prev.StartTime;
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double endTime = prev.GetEndTime();
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HitWindows hitWindows = null;
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@ -275,7 +275,7 @@ namespace osu.Game.Rulesets.Osu.Replays
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var startFrame = new OsuReplayFrame(h.StartTime, new Vector2(startPosition.X, startPosition.Y), action);
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// TODO: Why do we delay 1 ms if the object is a spinner? There already is KEY_UP_DELAY from hEndTime.
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double hEndTime = ((h as IHasEndTime)?.EndTime ?? h.StartTime) + KEY_UP_DELAY;
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double hEndTime = h.GetEndTime() + KEY_UP_DELAY;
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int endDelay = h is Spinner ? 1 : 0;
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var endFrame = new OsuReplayFrame(hEndTime + endDelay, new Vector2(h.StackedEndPosition.X, h.StackedEndPosition.Y));
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