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Avoid bindable feedback causing overwrites
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@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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protected TaikoStrongableHitObject()
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{
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IsStrongBindable.BindValueChanged(_ => UpdateSamplesFromType());
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IsStrongBindable.BindValueChanged(_ => updateSamplesFromType());
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}
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protected override void UpdateTypeFromSamples()
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@ -48,10 +48,8 @@ namespace osu.Game.Rulesets.Taiko.Objects
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IsStrong = getStrongSamples().Any();
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}
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protected override void UpdateSamplesFromType()
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private void updateSamplesFromType()
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{
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base.UpdateSamplesFromType();
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var strongSamples = getStrongSamples();
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if (IsStrongBindable.Value != strongSamples.Any())
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