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Fix other potential nullref cases that rider missed
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@ -92,20 +92,20 @@ namespace osu.Game.Rulesets.Osu.Replays
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double endTime = (prev as IHasEndTime)?.EndTime ?? prev.StartTime;
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// Make the cursor stay at a hitObject as long as possible (mainly for autopilot).
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if (h.StartTime - h.HitWindows.HalfWindowFor(HitResult.Miss) > endTime + h.HitWindows.HalfWindowFor(HitResult.Meh) + 50)
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if (h.StartTime - HitWindows.HalfWindowFor(HitResult.Miss) > endTime + HitWindows.HalfWindowFor(HitResult.Meh) + 50)
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{
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new OsuReplayFrame(endTime + h.HitWindows.HalfWindowFor(HitResult.Meh), new Vector2(prev.StackedEndPosition.X, prev.StackedEndPosition.Y)));
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if (!(h is Spinner)) AddFrameToReplay(new OsuReplayFrame(h.StartTime - h.HitWindows.HalfWindowFor(HitResult.Miss), new Vector2(h.StackedPosition.X, h.StackedPosition.Y)));
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new OsuReplayFrame(endTime + HitWindows.HalfWindowFor(HitResult.Meh), new Vector2(prev.StackedEndPosition.X, prev.StackedEndPosition.Y)));
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if (!(h is Spinner)) AddFrameToReplay(new OsuReplayFrame(h.StartTime - HitWindows.HalfWindowFor(HitResult.Miss), new Vector2(h.StackedPosition.X, h.StackedPosition.Y)));
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}
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else if (h.StartTime - h.HitWindows.HalfWindowFor(HitResult.Meh) > endTime + h.HitWindows.HalfWindowFor(HitResult.Meh) + 50)
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else if (h.StartTime - HitWindows.HalfWindowFor(HitResult.Meh) > endTime + HitWindows.HalfWindowFor(HitResult.Meh) + 50)
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{
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new OsuReplayFrame(endTime + h.HitWindows.HalfWindowFor(HitResult.Meh), new Vector2(prev.StackedEndPosition.X, prev.StackedEndPosition.Y)));
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if (!(h is Spinner)) AddFrameToReplay(new OsuReplayFrame(h.StartTime - h.HitWindows.HalfWindowFor(HitResult.Meh), new Vector2(h.StackedPosition.X, h.StackedPosition.Y)));
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new OsuReplayFrame(endTime + HitWindows.HalfWindowFor(HitResult.Meh), new Vector2(prev.StackedEndPosition.X, prev.StackedEndPosition.Y)));
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if (!(h is Spinner)) AddFrameToReplay(new OsuReplayFrame(h.StartTime - HitWindows.HalfWindowFor(HitResult.Meh), new Vector2(h.StackedPosition.X, h.StackedPosition.Y)));
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}
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else if (h.StartTime - h.HitWindows.HalfWindowFor(HitResult.Good) > endTime + h.HitWindows.HalfWindowFor(HitResult.Good) + 50)
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else if (h.StartTime - HitWindows.HalfWindowFor(HitResult.Good) > endTime + HitWindows.HalfWindowFor(HitResult.Good) + 50)
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{
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new OsuReplayFrame(endTime + h.HitWindows.HalfWindowFor(HitResult.Good), new Vector2(prev.StackedEndPosition.X, prev.StackedEndPosition.Y)));
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if (!(h is Spinner)) AddFrameToReplay(new OsuReplayFrame(h.StartTime - h.HitWindows.HalfWindowFor(HitResult.Good), new Vector2(h.StackedPosition.X, h.StackedPosition.Y)));
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new OsuReplayFrame(endTime + HitWindows.HalfWindowFor(HitResult.Good), new Vector2(prev.StackedEndPosition.X, prev.StackedEndPosition.Y)));
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if (!(h is Spinner)) AddFrameToReplay(new OsuReplayFrame(h.StartTime - HitWindows.HalfWindowFor(HitResult.Good), new Vector2(h.StackedPosition.X, h.StackedPosition.Y)));
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}
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}
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@ -6,6 +6,8 @@ using osu.Game.Beatmaps;
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using System;
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using System.Collections.Generic;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Replays;
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@ -27,6 +29,11 @@ namespace osu.Game.Rulesets.Osu.Replays
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/// </summary>
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protected readonly double FrameDelay;
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/// <summary>
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/// The <see cref="HitObject"/> hit windows.
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/// </summary>
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protected readonly HitWindows HitWindows;
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#endregion
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#region Construction / Initialisation
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@ -41,6 +48,9 @@ namespace osu.Game.Rulesets.Osu.Replays
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// We are using ApplyModsToRate and not ApplyModsToTime to counteract the speed up / slow down from HalfTime / DoubleTime so that we remain at a constant framerate of 60 fps.
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FrameDelay = ApplyModsToRate(1000.0 / 60.0);
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HitWindows = new OsuHitWindows();
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HitWindows.SetDifficulty(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty);
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}
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#endregion
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