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Better life time end.
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parent
7b479ac737
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@ -35,6 +35,17 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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}
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// This is naive, however it's based on the reasoning that the hit target
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// is further than mid point of the play field, so the time taken to scroll in should always
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// be greater than the time taken to scroll out to the left of the screen.
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// Thus, using PreEmpt here is enough for the drum roll to completely scroll out.
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LifetimeEnd = drumRoll.EndTime + drumRoll.PreEmpt;
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}
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protected override void CheckJudgement(bool userTriggered)
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protected override void CheckJudgement(bool userTriggered)
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{
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{
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if (userTriggered)
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if (userTriggered)
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@ -30,7 +30,6 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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protected override void LoadComplete()
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protected override void LoadComplete()
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{
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{
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LifetimeStart = HitObject.StartTime - HitObject.PreEmpt * 2;
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LifetimeStart = HitObject.StartTime - HitObject.PreEmpt * 2;
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LifetimeEnd = HitObject.StartTime + HitObject.PreEmpt;
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base.LoadComplete();
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base.LoadComplete();
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}
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}
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