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CI fixes
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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Replays
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/// <summary>
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/// The time in ms between each ReplayFrame.
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/// </summary>
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protected readonly double frameDelay;
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protected readonly double FrameDelay;
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#endregion
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@ -45,14 +45,14 @@ namespace osu.Game.Rulesets.Osu.Replays
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};
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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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FrameDelay = ApplyModsToRate(1000.0 / 60.0);
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}
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#endregion
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#region Utilities
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protected double applyModsToTime(double v) => v;
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protected double applyModsToRate(double v) => v;
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protected double ApplyModsToTime(double v) => v;
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protected double ApplyModsToRate(double v) => v;
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private class ReplayFrameComparer : IComparer<ReplayFrame>
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{
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@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.Osu.Replays
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private static readonly IComparer<ReplayFrame> replay_frame_comparer = new ReplayFrameComparer();
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protected int findInsertionIndex(ReplayFrame frame)
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protected int FindInsertionIndex(ReplayFrame frame)
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{
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int index = Frames.BinarySearch(frame, replay_frame_comparer);
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@ -87,9 +87,9 @@ namespace osu.Game.Rulesets.Osu.Replays
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return index;
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}
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protected void addFrameToReplay(ReplayFrame frame) => Frames.Insert(findInsertionIndex(frame), frame);
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protected void AddFrameToReplay(ReplayFrame frame) => Frames.Insert(FindInsertionIndex(frame), frame);
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protected static Vector2 circlePosition(double t, double radius) => new Vector2((float)(Math.Cos(t) * radius), (float)(Math.Sin(t) * radius));
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protected static Vector2 CirclePosition(double t, double radius) => new Vector2((float)(Math.Cos(t) * radius), (float)(Math.Sin(t) * radius));
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#endregion
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}
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