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Clamp LifetimeStart
of HitObject
's to their judgement windows
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@ -3,6 +3,7 @@
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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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@ -214,7 +215,10 @@ namespace osu.Game.Rulesets.UI.Scrolling
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break;
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}
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return scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, originAdjustment, timeRange.Value, scrollLength);
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double computedStartTime = scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, originAdjustment, timeRange.Value, scrollLength);
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// always load the hitobject before its first judgement offset
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return Math.Min(hitObject.HitObject.StartTime - hitObject.MaximumJudgementOffset, computedStartTime);
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}
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private void updateLayoutRecursive(DrawableHitObject hitObject)
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