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Merge branch 'master' into hit-sample-pooling
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@ -249,7 +249,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (userTriggered || Time.Current < HitObject.EndTime)
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return;
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ApplyResult(r => r.Type = r.Judgement.MaxResult);
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ApplyResult(r => r.Type = NestedHitObjects.Any(h => h.Result.IsHit) ? r.Judgement.MaxResult : r.Judgement.MinResult);
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}
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public override void PlaySamples()
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@ -288,14 +288,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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case ArmedState.Hit:
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Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
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if (sliderBody?.SnakingOut.Value == true)
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Body.FadeOut(40); // short fade to allow for any body colour to smoothly disappear.
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break;
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}
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this.FadeOut(fade_out_time, Easing.OutQuint).Expire();
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}
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public Drawable ProxiedLayer => HeadCircle.ProxiedLayer;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => sliderBody?.ReceivePositionalInputAt(screenSpacePos) ?? base.ReceivePositionalInputAt(screenSpacePos);
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private class DefaultSliderBody : PlaySliderBody
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