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Remove redundant ToArray() calls in Osu/ManiaHitObjectComposer
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@ -64,11 +64,11 @@ namespace osu.Game.Rulesets.Mania.Edit
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return;
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return;
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List<ManiaHitObject> remainingHitObjects = EditorBeatmap.HitObjects.Cast<ManiaHitObject>().Where(h => h.StartTime >= timestamp).ToList();
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List<ManiaHitObject> remainingHitObjects = EditorBeatmap.HitObjects.Cast<ManiaHitObject>().Where(h => h.StartTime >= timestamp).ToList();
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string[] objectDescriptions = objectDescription.Split(',').ToArray();
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string[] objectDescriptions = objectDescription.Split(',');
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for (int i = 0; i < objectDescriptions.Length; i++)
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for (int i = 0; i < objectDescriptions.Length; i++)
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{
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{
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string[] split = objectDescriptions[i].Split('|').ToArray();
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string[] split = objectDescriptions[i].Split('|');
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if (split.Length != 2)
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if (split.Length != 2)
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continue;
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continue;
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@ -178,7 +178,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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return;
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return;
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List<OsuHitObject> remainingHitObjects = EditorBeatmap.HitObjects.Cast<OsuHitObject>().Where(h => h.StartTime >= timestamp).ToList();
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List<OsuHitObject> remainingHitObjects = EditorBeatmap.HitObjects.Cast<OsuHitObject>().Where(h => h.StartTime >= timestamp).ToList();
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string[] splitDescription = objectDescription.Split(',').ToArray();
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string[] splitDescription = objectDescription.Split(',');
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for (int i = 0; i < splitDescription.Length; i++)
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for (int i = 0; i < splitDescription.Length; i++)
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{
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{
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