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Make initial DrawableOsuHitObject initial states not use transforms
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@ -86,15 +86,19 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.UpdateInitialState();
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// sane defaults
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ring.Show();
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circle.Show();
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number.Show();
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glow.Show();
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// Hide() cannot be used here, because when rewinding, we need these to be the final values
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ApproachCircle.Hide();
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ApproachCircle.ScaleTo(new Vector2(4));
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explode.Hide();
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ring.Alpha = 1;
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circle.Alpha = 1;
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number.Alpha = 1;
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glow.Alpha = 1;
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ApproachCircle.Alpha = 0;
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ApproachCircle.Scale = new Vector2(4);
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explode.Alpha = 0;
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flash.Alpha = 0;
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Scale = new Vector2(HitObject.Scale);
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}
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protected override void UpdatePreemptState()
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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected sealed override void UpdateState(ArmedState state)
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{
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FinishTransforms();
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ClearTransforms(true);
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using (BeginAbsoluteSequence(HitObject.StartTime - TIME_PREEMPT, true))
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{
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@ -38,7 +38,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected virtual void UpdateInitialState()
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{
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Hide();
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// Hide() cannot be used here, because when rewinding, we need these to be the final values
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Alpha = 0;
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}
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protected virtual void UpdatePreemptState()
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