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@ -98,6 +98,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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circlePiece?.FlashBox.FinishTransforms();
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var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
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using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
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{
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switch (State.Value)
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@ -108,15 +109,18 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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UnproxyContent();
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this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
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break;
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case ArmedState.Miss:
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this.FadeOut(100)
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.Expire();
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break;
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case ArmedState.Hit:
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// If we're far enough away from the left stage, we should bring outselves in front of it
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ProxyContent();
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var flash = circlePiece?.FlashBox;
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if (flash != null)
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{
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flash.FadeTo(0.9f);
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@ -111,6 +111,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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MainPiece.KiaiMode = HitObject.Kiai;
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var strongObject = HitObject.NestedHitObjects.OfType<StrongHitObject>().FirstOrDefault();
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if (strongObject != null)
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{
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var strongHit = CreateStrongHit(strongObject);
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@ -70,6 +70,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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return;
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bool first = true;
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for (double t = StartTime; t < EndTime + tickSpacing / 2; t += tickSpacing)
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{
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AddNested(new DrumRollTick
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