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Move combo index processing to BeatmapProcessor
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@ -13,24 +13,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
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public override void PostProcess(Beatmap<OsuHitObject> beatmap)
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{
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applyStacking(beatmap);
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if (beatmap.ComboColours.Count == 0)
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return;
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int comboIndex = 0;
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int colourIndex = 0;
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foreach (var obj in beatmap.HitObjects)
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{
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if (obj.NewCombo)
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{
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comboIndex = 0;
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colourIndex = (colourIndex + 1) % beatmap.ComboColours.Count;
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}
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obj.IndexInCurrentCombo = comboIndex++;
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obj.ComboColour = beatmap.ComboColours[colourIndex];
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}
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base.PostProcess(beatmap);
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}
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private void applyStacking(Beatmap<OsuHitObject> beatmap)
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