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Force first hitobject to be a NewCombo in BeatmapProcessor preprocessing step
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@ -22,8 +22,18 @@ namespace osu.Game.Beatmaps
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{
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{
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IHasComboInformation lastObj = null;
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IHasComboInformation lastObj = null;
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bool isFirst = true;
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foreach (var obj in Beatmap.HitObjects.OfType<IHasComboInformation>())
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foreach (var obj in Beatmap.HitObjects.OfType<IHasComboInformation>())
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{
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{
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if (isFirst)
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{
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obj.NewCombo = true;
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// first hitobject should always be marked as a new combo for sanity.
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isFirst = false;
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}
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if (obj.NewCombo)
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if (obj.NewCombo)
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{
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{
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obj.IndexInCurrentCombo = 0;
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obj.IndexInCurrentCombo = 0;
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