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Refactoring
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@ -81,14 +81,14 @@ namespace osu.Game.Rulesets.Mania.Replays
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for (int i = 0; i < Beatmap.HitObjects.Count; i++)
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{
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var currentObject = Beatmap.HitObjects[i];
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var nextObjectInTheSameColumn = GetNextObject(i);
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var nextObjectInColumn = GetNextObject(i); // Get the next object that requires pressing the same button
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double endTime = (currentObject as IHasEndTime)?.EndTime ?? currentObject.StartTime;
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bool canDelayKeyUp = nextObjectInTheSameColumn == null ||
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nextObjectInTheSameColumn.StartTime > endTime + RELEASE_DELAY;
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bool canDelayKeyUp = nextObjectInColumn == null ||
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nextObjectInColumn.StartTime > endTime + RELEASE_DELAY;
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double calculatedDelay = canDelayKeyUp ? RELEASE_DELAY : (nextObjectInTheSameColumn.StartTime - endTime) * 0.9;
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double calculatedDelay = canDelayKeyUp ? RELEASE_DELAY : (nextObjectInColumn.StartTime - endTime) * 0.9;
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yield return new HitPoint { Time = currentObject.StartTime, Column = currentObject.Column };
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@ -114,7 +114,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
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else
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throw new InvalidOperationException("Unknown hit object type.");
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var nextHitObject = GetNextObject(i);
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var nextHitObject = GetNextObject(i); // Get the next object that requires pressing the same button
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bool canDelayKeyUp = nextHitObject == null || nextHitObject.StartTime > endTime + KEY_UP_DELAY;
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@ -142,7 +142,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
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for (; currentIndex < Beatmap.HitObjects.Count; currentIndex++)
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{
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var currentObj = Beatmap.HitObjects[currentIndex];
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if (currentObj.GetType().Equals(desiredType) ||
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if (currentObj.GetType() == desiredType ||
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currentObj is DrumRoll || currentObj is Swell) // Unpress all keys before DrumRoll or Swell
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return Beatmap.HitObjects[currentIndex];
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}
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