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Duplicate implementions
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@ -28,10 +28,12 @@ namespace osu.Game.Rulesets.Catch.Mods
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catchPlayfield.CatcherArea.MovableCatcher.CatchFruitOnPlate = false;
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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base.ApplyNormalVisibilityState(hitObject, state);
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if (!(hitObject is DrawableCatchHitObject catchDrawable))
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return;
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@ -8,6 +8,7 @@ using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mania.Mods
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@ -39,5 +40,13 @@ namespace osu.Game.Rulesets.Mania.Mods
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}));
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}
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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}
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}
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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@ -10,5 +11,13 @@ namespace osu.Game.Rulesets.Taiko.Mods
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public override string Description => @"Beats fade out before you hit them!";
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public override double ScoreMultiplier => 1.06;
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public override bool HasImplementation => false;
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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}
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}
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@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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@ -37,13 +36,5 @@ namespace osu.Game.Rulesets.Mods
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return rank;
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}
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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}
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}
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