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Store Result.TimeAbsolute separately from offset
Calculating from TimeOffset is bad because it loses precision. The result time won't change anymore even If `HitObject.GetEndTime()` changes later.
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@ -673,7 +673,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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$"{GetType().ReadableName()} applied an invalid hit result (was: {Result.Type}, expected: [{Result.Judgement.MinResult} ... {Result.Judgement.MaxResult}]).");
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}
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Result.TimeOffset = Math.Min(MaximumJudgementOffset, Time.Current - HitObject.GetEndTime());
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Result.TimeAbsolute = Time.Current;
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Result.TimeOffset = Math.Min(MaximumJudgementOffset, Result.TimeAbsolute - HitObject.GetEndTime());
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if (Result.HasResult)
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updateState(Result.IsHit ? ArmedState.Hit : ArmedState.Miss);
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