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Fix hitobjects sometimes not fading in completely with HD mod
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09324c4598
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@ -27,17 +27,23 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var d in drawables)
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d.ApplyCustomUpdateState += applyFadeInAdjustment;
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{
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d.HitObjectApplied += applyFadeInAdjustment;
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applyFadeInAdjustment(d);
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}
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base.ApplyToDrawableHitObjects(drawables);
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}
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private void applyFadeInAdjustment(DrawableHitObject hitObject, ArmedState state)
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private void applyFadeInAdjustment(DrawableHitObject hitObject)
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{
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if (!(hitObject is DrawableOsuHitObject d))
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return;
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d.HitObject.TimeFadeIn = d.HitObject.TimePreempt * fade_in_duration_multiplier;
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foreach (var nested in d.NestedHitObjects)
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applyFadeInAdjustment(nested);
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}
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private double lastSliderHeadFadeOutStartTime;
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@ -26,8 +26,16 @@ namespace osu.Game.Rulesets.Objects.Drawables
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[Cached(typeof(DrawableHitObject))]
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public abstract class DrawableHitObject : SkinReloadableDrawable
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{
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/// <summary>
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/// Invoked after this <see cref="DrawableHitObject"/>'s applied <see cref="HitObject"/> has had its defaults applied.
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/// </summary>
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public event Action<DrawableHitObject> DefaultsApplied;
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/// <summary>
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/// Invoked after a <see cref="HitObject"/> has been applied to this <see cref="DrawableHitObject"/>.
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/// </summary>
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public event Action<DrawableHitObject> HitObjectApplied;
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/// <summary>
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/// The <see cref="HitObject"/> currently represented by this <see cref="DrawableHitObject"/>.
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/// </summary>
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@ -192,6 +200,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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HitObject.DefaultsApplied += onDefaultsApplied;
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OnApply(hitObject);
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HitObjectApplied?.Invoke(this);
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// If not loaded, the state update happens in LoadComplete(). Otherwise, the update is scheduled to allow for lifetime updates.
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if (IsLoaded)
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