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Update in-line with framework changes
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@ -1 +1 @@
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Subproject commit b70ca3de9ec1a8eb7fb73fcfd169ff38d00b07cd
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Subproject commit ff1e04024d16c0a6cabec7792573b0d019bd1bba
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@ -25,8 +25,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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double transformTime = HitObject.StartTime - TIME_PREEMPT;
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TransformStateTo(transformTime, true);
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ClearTransformsAfter(transformTime, true);
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base.ApplyTransformsAt(transformTime, true);
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base.ClearTransformsAfter(transformTime, true);
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using (BeginAbsoluteSequence(transformTime, true))
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{
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@ -46,6 +46,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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}
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// Todo: At some point we need to move these to DrawableHitObject after ensuring that all other Rulesets apply
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// transforms in the same way and don't rely on them not being cleared
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public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null) { }
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public override void ApplyTransformsAt(double time, bool propagateChildren = false) { }
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private OsuInputManager osuActionInputManager;
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internal OsuInputManager OsuActionInputManager => osuActionInputManager ?? (osuActionInputManager = GetContainingInputManager() as OsuInputManager);
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}
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@ -215,9 +215,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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nestedHitObjects.Add(h);
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}
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protected override bool AllowStateTransformByParent => false;
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protected override bool AllowTransformClearByParent => false;
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protected abstract void UpdateState(ArmedState state);
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}
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}
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