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Avoid using a miss judgement
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@ -194,7 +194,15 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (userTriggered || Time.Current < slider.EndTime)
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if (userTriggered || Time.Current < slider.EndTime)
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return;
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return;
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ApplyResult(r => r.Type = Ball.Tracking ? r.Judgement.MaxResult : HitResult.Miss);
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ApplyResult(r => r.Type = r.Judgement.MaxResult);
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}
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public override void PlaySamples()
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{
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// rather than doing it this way, we should probably attach the sample to the tail circle.
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// this can only be done after we stop using LegacyLastTick.
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if (TailCircle.Result.Type != HitResult.Miss)
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base.PlaySamples();
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}
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}
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protected override void UpdateStateTransforms(ArmedState state)
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protected override void UpdateStateTransforms(ArmedState state)
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@ -344,7 +344,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// Plays all the hit sounds for this <see cref="DrawableHitObject"/>.
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/// Plays all the hit sounds for this <see cref="DrawableHitObject"/>.
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/// This is invoked automatically when this <see cref="DrawableHitObject"/> is hit.
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/// This is invoked automatically when this <see cref="DrawableHitObject"/> is hit.
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/// </summary>
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/// </summary>
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public void PlaySamples() => Samples?.Play();
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public virtual void PlaySamples() => Samples?.Play();
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protected override void Update()
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protected override void Update()
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{
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{
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