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Fix taiko rim markers incorrectly playing as whistle samples
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@ -52,7 +52,12 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override IEnumerable<HitSampleInfo> GetSamples()
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protected override IEnumerable<HitSampleInfo> GetSamples()
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{
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{
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// normal and claps are always handled by the drum (see DrumSampleMapping).
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// normal and claps are always handled by the drum (see DrumSampleMapping).
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var samples = HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);
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// in addition, whistles are excluded as they are an alternative rim marker.
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var samples = HitObject.Samples.Where(s =>
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s.Name != HitSampleInfo.HIT_NORMAL
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&& s.Name != HitSampleInfo.HIT_CLAP
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&& s.Name != HitSampleInfo.HIT_WHISTLE);
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if (HitObject.Type == HitType.Rim && HitObject.IsStrong)
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if (HitObject.Type == HitType.Rim && HitObject.IsStrong)
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{
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{
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