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Don't use in invalidation logic to avoid incorrect execution
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98cddc0c04
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@ -90,7 +90,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables.Pieces
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
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{
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if (invalidation.HasFlag(Invalidation.DrawSize))
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if ((invalidation & Invalidation.DrawSize) > 0)
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subtractionCache.Invalidate();
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return base.Invalidate(invalidation, source, shallPropagate);
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@ -84,7 +84,7 @@ namespace osu.Game.Graphics
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
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{
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if (invalidation.HasFlag(Invalidation.Colour) && Shadow)
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if ((invalidation & Invalidation.Colour) > 0 && Shadow)
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layout.Invalidate();
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return base.Invalidate(invalidation, source, shallPropagate);
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}
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@ -75,7 +75,7 @@ namespace osu.Game.Graphics.UserInterface
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
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{
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if (invalidation.HasFlag(Invalidation.DrawSize))
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if ((invalidation & Invalidation.DrawSize) > 0)
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pathCached.Invalidate();
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return base.Invalidate(invalidation, source, shallPropagate);
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@ -71,7 +71,7 @@ namespace osu.Game.Screens.Play
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public override bool Invalidate(Invalidation invalidation = Invalidation.All, Drawable source = null, bool shallPropagate = true)
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{
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if (invalidation.HasFlag(Invalidation.DrawSize))
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if ((invalidation & Invalidation.DrawSize) > 0)
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layout.Invalidate();
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return base.Invalidate(invalidation, source, shallPropagate);
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}
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