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12cc8e38da
Closes https://github.com/ppy/osu/issues/33465 probably. This reverts the replay frame de-duplication logic to what it was before https://github.com/ppy/osu/pull/33148#discussion_r2091549388. I don't have good reproduction steps. I tried to write a test case for this that isn't just "press and release a key in the same frame", thinking that maybe there was some loophole in the osu! touch input mapper that may produce this situation artificially, but I could not in many configurations. So I have to assume that this just *can happen* organically.
17 lines
536 B
C#
17 lines
536 B
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Replays;
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using osuTK;
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namespace osu.Game.Rulesets.Pippidon.Replays
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{
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public class PippidonReplayFrame : ReplayFrame
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{
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public Vector2 Position;
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public override bool IsEquivalentTo(ReplayFrame other)
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=> other is PippidonReplayFrame pippidonFrame && Time == pippidonFrame.Time && Position == pippidonFrame.Position;
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}
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}
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