mirror of https://github.com/ppy/osu
CodeFactor fixes
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d742092d9d
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@ -68,7 +68,6 @@ public override Replay Generate()
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AddFrameToReplay(new ReplayFrame(Beatmap.HitObjects[0].StartTime - 1500, 256, 500, ReplayButtonState.None));
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AddFrameToReplay(new ReplayFrame(Beatmap.HitObjects[0].StartTime - 1000, 256, 192, ReplayButtonState.None));
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for (int i = 0; i < Beatmap.HitObjects.Count; i++)
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{
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OsuHitObject h = Beatmap.HitObjects[i];
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@ -130,7 +129,6 @@ private void addHitObjectReplay(OsuHitObject h)
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}
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}
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// Do some nice easing for cursor movements
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if (Frames.Count > 0)
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{
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@ -256,7 +254,7 @@ private void addHitObjectClickFrames(OsuHitObject h, Vector2 startPosition, floa
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// If a button is already held, then we simply alternate
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if (previousButton != ReplayButtonState.None)
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{
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Debug.Assert(previousButton != (ReplayButtonState.Left1 | ReplayButtonState.Right1));
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Debug.Assert(previousButton != (ReplayButtonState.Left1 | ReplayButtonState.Right1), "Previous button state was not Left1 nor Right1 despite only using those two states.");
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// Force alternation if we have the same button. Otherwise we can just keep the naturally to us assigned button.
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if (previousButton == button)
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