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Reimplement important frames
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fb16c3db87
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@ -15,6 +15,8 @@ namespace osu.Game.Rulesets.Catch.Replays
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{
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}
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protected override bool IsImportant(CatchReplayFrame frame) => frame.X > 0;
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protected float? Position
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{
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get
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@ -2,6 +2,7 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Input;
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using osu.Game.Rulesets.Replays;
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@ -14,6 +15,8 @@ namespace osu.Game.Rulesets.Mania.Replays
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{
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}
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protected override bool IsImportant(ManiaReplayFrame frame) => frame.Actions.Any();
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public override List<InputState> GetPendingStates() => new List<InputState> { new ReplayState<ManiaAction> { PressedActions = CurrentFrame.Actions } };
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}
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}
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@ -2,6 +2,7 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Input;
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using osu.Framework.MathUtils;
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using osu.Game.Rulesets.Replays;
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@ -16,6 +17,8 @@ namespace osu.Game.Rulesets.Osu.Replays
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{
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}
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protected override bool IsImportant(OsuReplayFrame frame) => frame.Actions.Any();
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protected Vector2? Position
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{
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get
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@ -3,6 +3,7 @@
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using osu.Game.Rulesets.Replays;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Input;
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namespace osu.Game.Rulesets.Taiko.Replays
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@ -14,6 +15,8 @@ namespace osu.Game.Rulesets.Taiko.Replays
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{
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}
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protected override bool IsImportant(TaikoReplayFrame frame) => frame.Actions.Any();
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public override List<InputState> GetPendingStates() => new List<InputState> { new ReplayState<TaikoAction> { PressedActions = CurrentFrame.Actions } };
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}
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}
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