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Replace lifetime workaround with explicit set
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@ -7,7 +7,9 @@ using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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namespace osu.Game.Rulesets.Taiko.Mods
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namespace osu.Game.Rulesets.Taiko.Mods
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@ -70,9 +72,13 @@ namespace osu.Game.Rulesets.Taiko.Mods
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using (hitObject.BeginAbsoluteSequence(start))
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using (hitObject.BeginAbsoluteSequence(start))
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{
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{
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// With 0 opacity the object is dying, and if I set a lifetime other issues appear...
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hitObject.FadeOut(duration);
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// Ideally these need to be fixed, but I lack the knowledge to do it, and this is good enough anyway.
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hitObject.FadeTo(0.0005f, duration);
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// DrawableHitObject sets LifetimeEnd to LatestTransformEndTime if it isn't manually changed.
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// in order for the object to not be killed before its actual end time (as the latest transform ends earlier), set lifetime end explicitly.
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hitObject.LifetimeEnd = state == ArmedState.Idle
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? hitObject.HitObject.GetEndTime() + hitObject.HitObject.HitWindows.WindowFor(HitResult.Miss)
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: hitObject.HitStateUpdateTime;
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}
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}
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}
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}
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