1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-14 03:15:36 +08:00

CodeFactor fixes

This commit is contained in:
Thomas Tan 2017-04-29 02:41:20 +08:00
parent d742092d9d
commit 6ea6130fee

View File

@ -68,7 +68,6 @@ namespace osu.Game.Rulesets.Osu.Replays
AddFrameToReplay(new ReplayFrame(Beatmap.HitObjects[0].StartTime - 1500, 256, 500, ReplayButtonState.None));
AddFrameToReplay(new ReplayFrame(Beatmap.HitObjects[0].StartTime - 1000, 256, 192, ReplayButtonState.None));
for (int i = 0; i < Beatmap.HitObjects.Count; i++)
{
OsuHitObject h = Beatmap.HitObjects[i];
@ -130,7 +129,6 @@ namespace osu.Game.Rulesets.Osu.Replays
}
}
// Do some nice easing for cursor movements
if (Frames.Count > 0)
{
@ -256,7 +254,7 @@ namespace osu.Game.Rulesets.Osu.Replays
// If a button is already held, then we simply alternate
if (previousButton != ReplayButtonState.None)
{
Debug.Assert(previousButton != (ReplayButtonState.Left1 | ReplayButtonState.Right1));
Debug.Assert(previousButton != (ReplayButtonState.Left1 | ReplayButtonState.Right1), "Previous button state was not Left1 nor Right1 despite only using those two states.");
// Force alternation if we have the same button. Otherwise we can just keep the naturally to us assigned button.
if (previousButton == button)