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Reduce warning/suggestion count to zero.
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@ -65,12 +65,13 @@ namespace osu.Game.Modes.Osu
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private double applyModsToTime(double v) => v;
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private double applyModsToRate(double v) => v;
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public bool DelayedMovements; // ModManager.CheckActive(Mods.Relax2);
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private void createAutoReplay()
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{
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int buttonIndex = 0;
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bool delayedMovements = false;// ModManager.CheckActive(Mods.Relax2);
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EasingTypes preferredEasing = delayedMovements ? EasingTypes.InOutCubic : EasingTypes.Out;
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EasingTypes preferredEasing = DelayedMovements ? EasingTypes.InOutCubic : EasingTypes.Out;
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addFrameToReplay(new LegacyReplayFrame(-100000, 256, 500, LegacyButtonState.None));
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addFrameToReplay(new LegacyReplayFrame(beatmap.HitObjects[0].StartTime - 1500, 256, 500, LegacyButtonState.None));
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@ -85,7 +86,7 @@ namespace osu.Game.Modes.Osu
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for (int i = 0; i < beatmap.HitObjects.Count; i++)
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{
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OsuHitObject h = beatmap.HitObjects[i] as OsuHitObject;
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OsuHitObject h = (OsuHitObject)beatmap.HitObjects[i];
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//if (h.EndTime < InputManager.ReplayStartTime)
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//{
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@ -95,9 +96,9 @@ namespace osu.Game.Modes.Osu
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int endDelay = h is Spinner ? 1 : 0;
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if (delayedMovements && i > 0)
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if (DelayedMovements && i > 0)
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{
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OsuHitObject last = beatmap.HitObjects[i - 1] as OsuHitObject;
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OsuHitObject last = (OsuHitObject)beatmap.HitObjects[i - 1];
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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.HitWindowFor(OsuScoreResult.Miss) > last.EndTime + h.HitWindowFor(OsuScoreResult.Hit50) + 50)
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