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Move MaximumJudgementOffset to HitObject
We want to access this property for computing lifetime
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@ -651,18 +651,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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UpdateResult(false);
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}
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/// <summary>
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/// The maximum offset from the end time of <see cref="HitObject"/> at which this <see cref="DrawableHitObject"/> can be judged.
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/// The time offset of <see cref="Result"/> will be clamped to this value during <see cref="ApplyResult"/>.
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/// <para>
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/// Defaults to the miss window of <see cref="HitObject"/>.
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/// </para>
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/// </summary>
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/// <remarks>
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/// This does not affect the time offset provided to invocations of <see cref="CheckForResult"/>.
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/// </remarks>
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public virtual double MaximumJudgementOffset => HitObject.HitWindows?.WindowFor(HitResult.Miss) ?? 0;
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/// <summary>
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/// Applies the <see cref="Result"/> of this <see cref="DrawableHitObject"/>, notifying responders such as
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/// the <see cref="ScoreProcessor"/> of the <see cref="JudgementResult"/>.
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@ -684,7 +672,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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$"{GetType().ReadableName()} applied an invalid hit result (was: {Result.Type}, expected: [{Result.Judgement.MinResult} ... {Result.Judgement.MaxResult}]).");
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}
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Result.TimeOffset = Math.Min(MaximumJudgementOffset, Time.Current - HitObject.GetEndTime());
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Result.TimeOffset = Math.Min(HitObject.MaximumJudgementOffset, Time.Current - HitObject.GetEndTime());
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if (Result.HasResult)
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updateState(Result.IsHit ? ArmedState.Hit : ArmedState.Miss);
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