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Add result offset bounding to result itself, rather than just transforms
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@ -173,7 +173,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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{
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{
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UpdateInitialTransforms();
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UpdateInitialTransforms();
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var judgementOffset = Math.Min(HitObject.HitWindows?.WindowFor(HitResult.Miss) ?? double.MaxValue, Result?.TimeOffset ?? 0);
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var judgementOffset = Result?.TimeOffset ?? 0;
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using (BeginDelayedSequence(InitialLifetimeOffset + judgementOffset, true))
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using (BeginDelayedSequence(InitialLifetimeOffset + judgementOffset, true))
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{
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{
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@ -379,7 +379,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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// Ensure that the judgement is given a valid time offset, because this may not get set by the caller
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// Ensure that the judgement is given a valid time offset, because this may not get set by the caller
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
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Result.TimeOffset = Time.Current - endTime;
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Result.TimeOffset = Math.Min(HitObject.HitWindows.WindowFor(HitResult.Miss), Time.Current - endTime);
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switch (Result.Type)
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switch (Result.Type)
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{
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{
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