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Change accessibilities to make replays more extensible.
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@ -29,7 +29,7 @@ namespace osu.Game.Modes.Osu
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createAutoReplay();
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}
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internal class LegacyReplayFrameComparer : IComparer<LegacyReplayFrame>
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private class LegacyReplayFrameComparer : IComparer<LegacyReplayFrame>
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{
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public int Compare(LegacyReplayFrame f1, LegacyReplayFrame f2)
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{
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@ -52,7 +52,7 @@ namespace osu.Game.Modes
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/// The ReplayHandler will take a replay and handle the propagation of updates to the input stack.
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/// It handles logic of any frames which *must* be executed.
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/// </summary>
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public class LegacyReplayInputHandler : ReplayInputHandler
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protected class LegacyReplayInputHandler : ReplayInputHandler
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{
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private readonly List<LegacyReplayFrame> replayContent;
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@ -163,7 +163,7 @@ namespace osu.Game.Modes
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return currentTime = time;
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}
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private class ReplayMouseState : MouseState
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protected class ReplayMouseState : MouseState
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{
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public ReplayMouseState(Vector2 position, IEnumerable<MouseButton> list)
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{
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@ -172,7 +172,7 @@ namespace osu.Game.Modes
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}
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}
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private class ReplayKeyboardState : KeyboardState
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protected class ReplayKeyboardState : KeyboardState
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{
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public ReplayKeyboardState(List<Key> keys)
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{
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@ -182,7 +182,7 @@ namespace osu.Game.Modes
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}
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[Flags]
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public enum LegacyButtonState
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protected enum LegacyButtonState
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{
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None = 0,
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Left1 = 1,
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@ -192,7 +192,7 @@ namespace osu.Game.Modes
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Smoke = 16
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}
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public class LegacyReplayFrame
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protected class LegacyReplayFrame
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{
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public Vector2 Position => new Vector2(MouseX, MouseY);
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