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Always process position as long as it's hittable
For example... If a hitobject is pressed but the result is a shake, this will stop processing hits.
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@ -272,20 +272,16 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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// Only update closest press position while the object hasn't been hit yet.
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if (HitAction == null)
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if (ClosestPressPosition is Vector2 curClosest)
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{
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if (ClosestPressPosition is Vector2 curClosest)
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{
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float oldDist = Vector2.DistanceSquared(curClosest, ScreenSpaceDrawQuad.Centre);
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float newDist = Vector2.DistanceSquared(e.ScreenSpaceMousePosition, ScreenSpaceDrawQuad.Centre);
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float oldDist = Vector2.DistanceSquared(curClosest, ScreenSpaceDrawQuad.Centre);
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float newDist = Vector2.DistanceSquared(e.ScreenSpaceMousePosition, ScreenSpaceDrawQuad.Centre);
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if (newDist < oldDist)
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ClosestPressPosition = e.ScreenSpaceMousePosition;
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}
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else
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if (newDist < oldDist)
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ClosestPressPosition = e.ScreenSpaceMousePosition;
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}
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else
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ClosestPressPosition = e.ScreenSpaceMousePosition;
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if (IsHovered)
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{
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