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Adjust test code after explosion pooling changes
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@ -11,7 +11,6 @@ using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects;
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@ -108,12 +107,12 @@ namespace osu.Game.Rulesets.Taiko.Tests
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{
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HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Ok : HitResult.Great;
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Hit hit = new Hit();
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Hit hit = new Hit { StartTime = DrawableRuleset.Playfield.Time.Current };
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var h = new DrawableTestHit(hit, kiai: kiai) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
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DrawableRuleset.Playfield.Add(h);
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((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = hitResult });
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((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(hit, new TaikoJudgement()) { Type = hitResult });
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}
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private void addStrongHitJudgement(bool kiai)
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@ -122,6 +121,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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Hit hit = new Hit
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{
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StartTime = DrawableRuleset.Playfield.Time.Current,
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IsStrong = true,
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Samples = createSamples(strong: true)
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};
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@ -129,8 +129,8 @@ namespace osu.Game.Rulesets.Taiko.Tests
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DrawableRuleset.Playfield.Add(h);
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((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = hitResult });
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((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h.NestedHitObjects.Single(), new JudgementResult(new HitObject(), new TaikoStrongJudgement()) { Type = HitResult.Great });
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((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(hit, new TaikoJudgement()) { Type = hitResult });
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((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h.NestedHitObjects.Single(), new JudgementResult(hit.NestedHitObjects.Single(), new TaikoStrongJudgement()) { Type = HitResult.Great });
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}
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private void addMissJudgement()
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