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Delay -> ApplyDelay; DelayReset -> ResetDelay
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@ -64,7 +64,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Delay(BarLine.StartTime - Time.Current);
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ApplyDelay(BarLine.StartTime - Time.Current);
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this.FadeOut(base_fadeout_time * BarLine.ScrollTime / 1000);
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}
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@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override void UpdateState(ArmedState state)
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{
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Delay(HitObject.StartTime - Time.Current + Judgement.TimeOffset, true);
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ApplyDelay(HitObject.StartTime - Time.Current + Judgement.TimeOffset, true);
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var circlePiece = MainPiece as CirclePiece;
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@ -74,7 +74,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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switch (State)
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{
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case ArmedState.Idle:
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Delay(HitObject.HitWindowMiss);
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ApplyDelay(HitObject.HitWindowMiss);
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break;
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case ArmedState.Miss:
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this.FadeOut(100);
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@ -98,7 +98,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Content.ScaleTo(0.8f, gravity_time * 2, EasingTypes.OutQuad);
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this.MoveToY(-gravity_travel_height, gravity_time, EasingTypes.Out);
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Delay(gravity_time, true);
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ApplyDelay(gravity_time, true);
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this.MoveToY(gravity_travel_height * 2, gravity_time * 2, EasingTypes.In);
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break;
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}
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@ -181,13 +181,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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const float preempt = 100;
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Delay(HitObject.StartTime - Time.Current - preempt, true);
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ApplyDelay(HitObject.StartTime - Time.Current - preempt, true);
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targetRing.ScaleTo(target_ring_scale, preempt * 4, EasingTypes.OutQuint);
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Delay(preempt, true);
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ApplyDelay(preempt, true);
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Delay(Judgement.TimeOffset + HitObject.Duration, true);
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ApplyDelay(Judgement.TimeOffset + HitObject.Duration, true);
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const float out_transition_time = 300;
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