diff --git a/osu.Game.Rulesets.Osu/UI/OrderedHitPolicy.cs b/osu.Game.Rulesets.Osu/UI/OrderedHitPolicy.cs
index cfb850b785..dfca2aff7b 100644
--- a/osu.Game.Rulesets.Osu/UI/OrderedHitPolicy.cs
+++ b/osu.Game.Rulesets.Osu/UI/OrderedHitPolicy.cs
@@ -66,15 +66,16 @@ namespace osu.Game.Rulesets.Osu.UI
/// The that was hit.
public void HandleHit(HitObject hitObject)
{
- // Hitobjects which themselves don't block future hitobjects don't cause misses (e.g. slider ticks, spinners)
+ // Hitobjects which themselves don't block future hitobjects don't cause misses (e.g. slider ticks, spinners).
if (!hitObjectCanBlockFutureHits(hitObject))
return;
- double minimumTime = hitObject.StartTime;
+ double maximumTime = hitObject.StartTime;
+ // Iterate through and apply miss results to all top-level and nested hitobjects which block future hits.
foreach (var obj in hitObjectContainer.AliveObjects)
{
- if (obj.Judged || obj.HitObject.StartTime >= minimumTime)
+ if (obj.Judged || obj.HitObject.StartTime >= maximumTime)
continue;
if (hitObjectCanBlockFutureHits(obj.HitObject))
@@ -82,7 +83,7 @@ namespace osu.Game.Rulesets.Osu.UI
foreach (var nested in obj.NestedHitObjects)
{
- if (nested.Judged || nested.HitObject.StartTime >= minimumTime)
+ if (nested.Judged || nested.HitObject.StartTime >= maximumTime)
continue;
if (hitObjectCanBlockFutureHits(nested.HitObject))