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Revert changes to make HitObject abstract
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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Objects
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/// HitObjects may contain more properties for which you should be checking through the IHas* types.
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/// </para>
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/// </summary>
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public abstract class HitObject
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public class HitObject
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{
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/// <summary>
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/// A small adjustment to the start time of control points to account for rounding/precision errors.
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@ -83,7 +83,7 @@ namespace osu.Game.Rulesets.Objects
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[JsonIgnore]
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public IReadOnlyList<HitObject> NestedHitObjects => nestedHitObjects;
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protected HitObject()
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public HitObject()
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{
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StartTimeBindable.ValueChanged += time =>
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{
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@ -147,7 +147,7 @@ namespace osu.Game.Rulesets.Objects
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/// Used to decide on drawable object lifetimes.
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/// </summary>
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[NotNull]
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public abstract Judgement CreateJudgement();
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public virtual Judgement CreateJudgement() => new Judgement();
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/// <summary>
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/// Creates the <see cref="HitWindows"/> for this <see cref="HitObject"/>.
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@ -157,7 +157,7 @@ namespace osu.Game.Rulesets.Objects
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/// </para>
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/// </summary>
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[NotNull]
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protected abstract HitWindows CreateHitWindows();
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protected virtual HitWindows CreateHitWindows() => new HitWindows();
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}
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public static class HitObjectExtensions
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@ -4,12 +4,12 @@
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Objects
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namespace osu.Game.Rulesets.Objects.Legacy
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{
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/// <summary>
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/// A hit object only used for conversion, not actual gameplay.
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/// </summary>
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public class ConvertHitObject : HitObject
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internal abstract class ConvertHitObject : HitObject
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{
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public override Judgement CreateJudgement() => new IgnoreJudgement();
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