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Always recrusively apply custom sequence to nested hitobjects
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@ -70,8 +70,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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circle.FadeIn(fadeIn).Then().FadeOut(fadeOut); // override fade in as it somehow gets cut otherwise
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circle.FadeIn(fadeIn).Then().FadeOut(fadeOut); // override fade in as it somehow gets cut otherwise
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break;
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break;
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case DrawableSlider slider:
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case DrawableSlider slider:
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slider.InitialCircle.ApplyCustomUpdateState += ApplyHiddenState;
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using (slider.BeginAbsoluteSequence(fadeOutTime, true))
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using (slider.BeginAbsoluteSequence(fadeOutTime, true))
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{
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{
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slider.Body.FadeOut(newDuration, Easing.Out);
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slider.Body.FadeOut(newDuration, Easing.Out);
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@ -246,6 +246,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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h.OnJudgement += (d, j) => OnJudgement?.Invoke(d, j);
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h.OnJudgement += (d, j) => OnJudgement?.Invoke(d, j);
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h.OnJudgementRemoved += (d, j) => OnJudgementRemoved?.Invoke(d, j);
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h.OnJudgementRemoved += (d, j) => OnJudgementRemoved?.Invoke(d, j);
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h.ApplyCustomUpdateState += (d, s) => ApplyCustomUpdateState?.Invoke(d, s);
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nestedHitObjects.Add(h);
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nestedHitObjects.Add(h);
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}
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}
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