From 9307caa3bfb60e7636033fe78311549da1653487 Mon Sep 17 00:00:00 2001 From: smoogipoo Date: Thu, 5 Mar 2020 16:58:07 +0900 Subject: [PATCH] Fix typos --- osu.Game/OsuGame.cs | 2 +- osu.Game/OsuGameBase.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game/OsuGame.cs b/osu.Game/OsuGame.cs index 0be9e6cdaa..e54bbaabb2 100644 --- a/osu.Game/OsuGame.cs +++ b/osu.Game/OsuGame.cs @@ -410,7 +410,7 @@ private void beatmapChanged(ValueChangedEvent beatmap) void trackCompleted(WorkingBeatmap b) { - // the source of track completion is the audio thread, so the beatmap may have changed before a firing. + // the source of track completion is the audio thread, so the beatmap may have changed before firing. if (Beatmap.Value != b) return; diff --git a/osu.Game/OsuGameBase.cs b/osu.Game/OsuGameBase.cs index 67aa4a8d4d..1048b37348 100644 --- a/osu.Game/OsuGameBase.cs +++ b/osu.Game/OsuGameBase.cs @@ -214,7 +214,7 @@ List getBeatmapScores(BeatmapSetInfo set) // ScheduleAfterChildren is safety against something in the current frame accessing the previous beatmap's track // and potentially causing a reload of it after just unloading. - // Note that the reason for this being added *has* been resolved, so it may be feasible to remover this if required. + // Note that the reason for this being added *has* been resolved, so it may be feasible to removed this if required. Beatmap.BindValueChanged(b => ScheduleAfterChildren(() => { // compare to last beatmap as sometimes the two may share a track representation (optimisation, see WorkingBeatmap.TransferTo)