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Don't set lifetime until LoadComplete (fixes possible clock nullref if added without a clock).
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@ -16,9 +16,14 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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Origin = Anchor.Centre;
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RelativePositionAxes = Axes.X;
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}
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protected override void LoadComplete()
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{
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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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}
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protected override TaikoJudgementInfo CreateJudgementInfo() => new TaikoJudgementInfo();
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