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Add combo offset to ConvertHitObjectParser
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@ -18,7 +18,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
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{
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}
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protected override HitObject CreateHit(Vector2 position, bool newCombo)
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protected override HitObject CreateHit(Vector2 position, bool newCombo, int comboOffset)
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{
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return new ConvertHit
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{
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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
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};
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}
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, int comboOffset, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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{
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return new ConvertSlider
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{
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@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
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};
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}
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protected override HitObject CreateSpinner(Vector2 position, double endTime)
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protected override HitObject CreateSpinner(Vector2 position, bool newCombo, int comboOffset, double endTime)
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{
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return new ConvertSpinner
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{
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@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
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};
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}
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protected override HitObject CreateHold(Vector2 position, bool newCombo, double endTime)
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protected override HitObject CreateHold(Vector2 position, bool newCombo, int comboOffset, double endTime)
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{
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return null;
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}
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