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Use Enum.HasFlag
With .NET core 2.0+ this is as efficient as the ugly code we've been using.
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@ -39,14 +39,14 @@ namespace osu.Game.Rulesets.Objects.Legacy
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HitObject result = null;
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if ((type & ConvertHitObjectType.Circle) > 0)
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if (type.HasFlag(ConvertHitObjectType.Circle))
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{
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result = CreateHit(new Vector2(int.Parse(split[0]), int.Parse(split[1])), combo);
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if (split.Length > 5)
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readCustomSampleBanks(split[5], bankInfo);
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}
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else if ((type & ConvertHitObjectType.Slider) > 0)
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else if (type.HasFlag(ConvertHitObjectType.Slider))
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{
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var pos = new Vector2(int.Parse(split[0]), int.Parse(split[1]));
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@ -150,14 +150,14 @@ namespace osu.Game.Rulesets.Objects.Legacy
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result = CreateSlider(pos, combo, points, length, curveType, repeatCount, nodeSamples);
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}
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else if ((type & ConvertHitObjectType.Spinner) > 0)
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else if (type.HasFlag(ConvertHitObjectType.Spinner))
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{
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result = CreateSpinner(new Vector2(512, 384) / 2, Convert.ToDouble(split[5], CultureInfo.InvariantCulture) + offset);
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if (split.Length > 6)
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readCustomSampleBanks(split[6], bankInfo);
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}
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else if ((type & ConvertHitObjectType.Hold) > 0)
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else if (type.HasFlag(ConvertHitObjectType.Hold))
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{
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// Note: Hold is generated by BMS converts
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@ -266,7 +266,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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}
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};
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if ((type & LegacySoundType.Finish) > 0)
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if (type.HasFlag(LegacySoundType.Finish))
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{
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soundTypes.Add(new SampleInfo
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{
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@ -276,7 +276,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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});
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}
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if ((type & LegacySoundType.Whistle) > 0)
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if (type.HasFlag(LegacySoundType.Whistle))
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{
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soundTypes.Add(new SampleInfo
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{
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@ -286,7 +286,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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});
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}
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if ((type & LegacySoundType.Clap) > 0)
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if (type.HasFlag(LegacySoundType.Clap))
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{
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soundTypes.Add(new SampleInfo
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{
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