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Merge branch 'master' into master
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@ -16,8 +16,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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{
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public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
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public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
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{
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{
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Clock?.CurrentTime >= HitObject.StartTime - HitObject.TimePreempt;
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private readonly ShakeContainer shakeContainer;
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private readonly ShakeContainer shakeContainer;
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protected DrawableOsuHitObject(OsuHitObject hitObject)
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protected DrawableOsuHitObject(OsuHitObject hitObject)
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@ -217,6 +217,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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switch (state)
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switch (state)
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{
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{
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case ArmedState.Idle:
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Expire(true);
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break;
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case ArmedState.Hit:
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case ArmedState.Hit:
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sequence.ScaleTo(Scale * 1.2f, 320, Easing.Out);
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sequence.ScaleTo(Scale * 1.2f, 320, Easing.Out);
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break;
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break;
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@ -84,6 +84,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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public override bool RemoveCompletedTransforms => false;
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public override bool RemoveCompletedTransforms => false;
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protected override bool RequiresChildrenUpdate => true;
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protected override bool RequiresChildrenUpdate => true;
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Clock?.CurrentTime >= LifetimeStart;
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public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
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public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
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protected DrawableHitObject(HitObject hitObject)
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protected DrawableHitObject(HitObject hitObject)
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