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Rework/rewrite beatmap parsing to parse to base hit objects, which mode-specific beatmap converters can then use.
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@ -8,6 +8,7 @@ using osu.Game.Modes.Objects;
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using OpenTK.Graphics;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Database;
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using osu.Game.Modes.Objects.Types;
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namespace osu.Game.Beatmaps.Formats
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{
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@ -81,8 +82,13 @@ namespace osu.Game.Beatmaps.Formats
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foreach (HitObject h in b.HitObjects)
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{
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if (h.NewCombo || i == -1) i = (i + 1) % colours.Count;
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h.Colour = colours[i];
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IHasCombo ihc = h as IHasCombo;
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if (ihc == null)
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continue;
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if (ihc.NewCombo || i == -1) i = (i + 1) % colours.Count;
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ihc.ComboColour = colours[i];
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}
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}
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}
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