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Rename variable, add comment
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15a92d1451
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@ -66,15 +66,16 @@ namespace osu.Game.Rulesets.Osu.UI
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/// <param name="hitObject">The <see cref="HitObject"/> that was hit.</param>
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public void HandleHit(HitObject hitObject)
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{
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// Hitobjects which themselves don't block future hitobjects don't cause misses (e.g. slider ticks, spinners)
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// Hitobjects which themselves don't block future hitobjects don't cause misses (e.g. slider ticks, spinners).
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if (!hitObjectCanBlockFutureHits(hitObject))
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return;
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double minimumTime = hitObject.StartTime;
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double maximumTime = hitObject.StartTime;
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// Iterate through and apply miss results to all top-level and nested hitobjects which block future hits.
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foreach (var obj in hitObjectContainer.AliveObjects)
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{
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if (obj.Judged || obj.HitObject.StartTime >= minimumTime)
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if (obj.Judged || obj.HitObject.StartTime >= maximumTime)
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continue;
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if (hitObjectCanBlockFutureHits(obj.HitObject))
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@ -82,7 +83,7 @@ namespace osu.Game.Rulesets.Osu.UI
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foreach (var nested in obj.NestedHitObjects)
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{
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if (nested.Judged || nested.HitObject.StartTime >= minimumTime)
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if (nested.Judged || nested.HitObject.StartTime >= maximumTime)
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continue;
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if (hitObjectCanBlockFutureHits(nested.HitObject))
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