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Remove redundant flash layer colour logic
In a previous iteration, the flash layer was white on the initial hit, but this seems to have been removed for the final implementation.
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@ -173,11 +173,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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.FadeOut(flash_in_duration);
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}
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// The flash layer starts white to give the wanted brightness, but is almost immediately
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// recoloured to the accent colour. This would more correctly be done with two layers (one for the initial flash)
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// but works well enough with the colour fade.
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flash.FadeTo(1, flash_in_duration, Easing.OutQuint);
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flash.FlashColour(accentColour.Value, fade_out_time, Easing.OutQuint);
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this.FadeOut(fade_out_time, Easing.OutQuad);
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break;
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