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Propagate samples to strong nested hits too
The rationale is the same as in 6d325651dcca275091d51bbfbad3e59fa4ce4dc8. Due to the recursive nature of `GameplaySampleTriggerSource.GetMostValidObject()`, in the case of nested hits, drum rolls and drum roll ticks, the nested strong hits would become the most valid object, and so without propagating the samples down to that level too, nothing would play.
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812df9d652
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@ -107,7 +107,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit { StartTime = startTime };
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protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit
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{
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StartTime = startTime,
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Samples = Samples
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};
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public class StrongNestedHit : StrongNestedHitObject
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{
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@ -33,7 +33,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
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public override double MaximumJudgementOffset => HitWindow;
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protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit { StartTime = startTime };
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protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit
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{
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StartTime = startTime,
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Samples = Samples
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};
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public class StrongNestedHit : StrongNestedHitObject
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{
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@ -72,7 +72,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
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}
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}
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protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit { StartTime = startTime };
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protected override StrongNestedHitObject CreateStrongNestedHit(double startTime) => new StrongNestedHit
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{
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StartTime = startTime,
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Samples = Samples
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};
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public class StrongNestedHit : StrongNestedHitObject
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{
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