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Replace comparison references to HitResult.Miss with IsHit
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@ -143,7 +143,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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var circleResult = (OsuHitCircleJudgementResult)r;
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// Todo: This should also consider misses, but they're a little more interesting to handle, since we don't necessarily know the position at the time of a miss.
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if (result != HitResult.Miss)
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if (result.IsHit())
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{
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var localMousePosition = ToLocalSpace(inputManager.CurrentState.Mouse.Position);
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circleResult.CursorPositionAtHit = HitObject.StackedPosition + (localMousePosition - DrawSize / 2);
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@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (JudgedObject != null)
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{
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lightingColour = JudgedObject.AccentColour.GetBoundCopy();
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lightingColour.BindValueChanged(colour => Lighting.Colour = Result.Type == HitResult.Miss ? Color4.Transparent : colour.NewValue, true);
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lightingColour.BindValueChanged(colour => Lighting.Colour = Result.IsHit ? colour.NewValue : Color4.Transparent, true);
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}
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else
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{
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@ -250,7 +250,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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// rather than doing it this way, we should probably attach the sample to the tail circle.
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// this can only be done after we stop using LegacyLastTick.
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if (TailCircle.Result.Type != HitResult.Miss)
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if (TailCircle.IsHit)
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base.PlaySamples();
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}
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