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Fix Autopilot mod incompatibility with WindUp/WindDown
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@ -11,6 +11,7 @@ using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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@ -30,6 +31,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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private OsuInputManager inputManager;
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private GameplayClock gameplayClock;
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private List<OsuReplayFrame> replayFrames;
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private int currentFrame;
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@ -38,7 +41,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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if (currentFrame == replayFrames.Count - 1) return;
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double time = playfield.Time.Current;
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double time = gameplayClock.CurrentTime;
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// Very naive implementation of autopilot based on proximity to replay frames.
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// TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered).
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@ -53,6 +56,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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gameplayClock = drawableRuleset.FrameStableClock;
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// Grab the input manager to disable the user's cursor, and for future use
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inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
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inputManager.AllowUserCursorMovement = false;
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