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Update to match new replay structure.
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Modes.Replays;
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using System.Collections.Generic;
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using osu.Framework.Input;
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using OpenTK.Input;
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namespace osu.Game.Modes.Taiko.Replays
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{
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internal class TaikoFramedReplayInputHandler : FramedReplayInputHandler
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{
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public TaikoFramedReplayInputHandler(Replay replay)
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: base(replay)
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{
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}
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public override List<InputState> GetPendingStates()
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{
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var keys = new List<Key>();
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if (CurrentFrame?.MouseRight1 == true)
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keys.Add(Key.F);
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if (CurrentFrame?.MouseRight2 == true)
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keys.Add(Key.J);
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if (CurrentFrame?.MouseLeft1 == true)
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keys.Add(Key.D);
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if (CurrentFrame?.MouseLeft2 == true)
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keys.Add(Key.K);
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return new List<InputState>
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{
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new InputState { Keyboard = new ReplayKeyboardState(keys) }
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};
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}
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}
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}
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