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Add parent hitobject to strong hits
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@ -109,12 +109,17 @@ 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(this) { StartTime = startTime };
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public class StrongNestedHit : StrongNestedHitObject
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{
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// The strong hit of the drum roll doesn't actually provide any score.
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public override Judgement CreateJudgement() => new IgnoreJudgement();
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public StrongNestedHit(TaikoHitObject parent)
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: base(parent)
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{
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}
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}
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#region LegacyBeatmapEncoder
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@ -33,10 +33,14 @@ 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(this) { StartTime = startTime };
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public class StrongNestedHit : StrongNestedHitObject
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{
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public StrongNestedHit(TaikoHitObject parent)
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: base(parent)
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{
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}
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}
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}
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}
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@ -72,10 +72,14 @@ 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(this) { StartTime = startTime };
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public class StrongNestedHit : StrongNestedHitObject
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{
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public StrongNestedHit(TaikoHitObject parent)
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: base(parent)
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{
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}
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}
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}
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}
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@ -15,6 +15,13 @@ namespace osu.Game.Rulesets.Taiko.Objects
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/// </summary>
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public abstract class StrongNestedHitObject : TaikoHitObject
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{
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public readonly TaikoHitObject Parent;
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protected StrongNestedHitObject(TaikoHitObject parent)
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{
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Parent = parent;
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}
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public override Judgement CreateJudgement() => new TaikoStrongJudgement();
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protected override HitWindows CreateHitWindows() => HitWindows.Empty;
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