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Hacky way to make osu! and taiko work again.
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63b61ce669
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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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UpdatePreemptState();
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UpdatePreemptState();
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var offset = Time.Current - ((HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime);
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var offset = !AllJudged ? 0 : Time.Current - ((HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime);
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using (BeginDelayedSequence(TIME_PREEMPT + offset, true))
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using (BeginDelayedSequence(TIME_PREEMPT + offset, true))
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UpdateCurrentState(state);
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UpdateCurrentState(state);
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}
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}
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@ -69,7 +69,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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var circlePiece = MainPiece as CirclePiece;
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var circlePiece = MainPiece as CirclePiece;
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circlePiece?.FlashBox.FinishTransforms();
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circlePiece?.FlashBox.FinishTransforms();
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var offset = Time.Current - HitObject.StartTime;
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var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
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using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
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using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
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{
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{
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switch (State)
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switch (State)
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@ -172,7 +172,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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const float preempt = 100;
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const float preempt = 100;
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const float out_transition_time = 300;
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const float out_transition_time = 300;
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var offset = Time.Current - HitObject.EndTime;
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var offset = !AllJudged ? 0 : Time.Current - HitObject.EndTime;
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double untilStartTime = HitObject.StartTime - Time.Current;
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double untilStartTime = HitObject.StartTime - Time.Current;
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double untilJudgement = untilStartTime + offset + HitObject.Duration;
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double untilJudgement = untilStartTime + offset + HitObject.Duration;
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