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Coerce undefined animation loop types to Forever
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@ -139,7 +139,7 @@ namespace osu.Game.Beatmaps.Formats
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// this is random as hell but taken straight from osu-stable.
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// this is random as hell but taken straight from osu-stable.
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frameDelay = Math.Round(0.015 * frameDelay) * 1.186 * (1000 / 60f);
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frameDelay = Math.Round(0.015 * frameDelay) * 1.186 * (1000 / 60f);
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var loopType = split.Length > 8 ? (AnimationLoopType)Enum.Parse(typeof(AnimationLoopType), split[8]) : AnimationLoopType.LoopForever;
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var loopType = split.Length > 8 ? parseAnimationLoopType(split[8]) : AnimationLoopType.LoopForever;
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storyboardSprite = new StoryboardAnimation(path, origin, new Vector2(x, y), frameCount, frameDelay, loopType);
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storyboardSprite = new StoryboardAnimation(path, origin, new Vector2(x, y), frameCount, frameDelay, loopType);
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storyboard.GetLayer(layer).Add(storyboardSprite);
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storyboard.GetLayer(layer).Add(storyboardSprite);
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break;
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break;
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@ -341,6 +341,12 @@ namespace osu.Game.Beatmaps.Formats
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}
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}
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}
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}
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private AnimationLoopType parseAnimationLoopType(string value)
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{
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var parsed = (AnimationLoopType)Enum.Parse(typeof(AnimationLoopType), value);
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return Enum.IsDefined(typeof(AnimationLoopType), parsed) ? parsed : AnimationLoopType.LoopForever;
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}
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private void handleVariables(string line)
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private void handleVariables(string line)
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{
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{
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var pair = SplitKeyVal(line, '=');
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var pair = SplitKeyVal(line, '=');
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