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Mark the shader as non-nullable because shader should always has the value.
And initialize the breaks to avoid get the null instance.
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3af093cb27
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@ -94,13 +94,13 @@ namespace osu.Game.Rulesets.Mods
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{
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public readonly BindableInt Combo = new BindableInt();
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private IShader shader;
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private IShader shader = null!;
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protected override DrawNode CreateDrawNode() => new FlashlightDrawNode(this);
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public override bool RemoveCompletedTransforms => false;
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public List<BreakPeriod> Breaks;
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public List<BreakPeriod> Breaks = new List<BreakPeriod>();
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private readonly float defaultFlashlightSize;
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private readonly float sizeMultiplier;
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@ -205,7 +205,7 @@ namespace osu.Game.Rulesets.Mods
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{
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protected new Flashlight Source => (Flashlight)base.Source;
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private IShader shader;
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private IShader shader = null!;
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private Quad screenSpaceDrawQuad;
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private Vector2 flashlightPosition;
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private Vector2 flashlightSize;
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@ -253,7 +253,7 @@ namespace osu.Game.Rulesets.Mods
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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quadBatch?.Dispose();
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quadBatch.Dispose();
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}
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}
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}
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