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Rename method + adjust comments
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@ -127,7 +127,7 @@ namespace osu.Game.Rulesets.Osu.UI
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/// <param name="result">The <see cref="JudgementResult"/> of the judged <see cref="OsuHitObject"/>.</param>
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private void missAllEarlier(JudgementResult result)
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{
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if (!contributesToNoteLock(result.HitObject))
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if (!causesNoteLockMisses(result.HitObject))
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return;
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// The minimum start time required for hitobjects so that they aren't missed.
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@ -159,21 +159,18 @@ namespace osu.Game.Rulesets.Osu.UI
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if (osuObject.Judged)
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return;
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// Hitobjects that count as bonus should not be missed.
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// For the sequence slider-head -> slider-tick -> circle, hitting the circle before the tick should not cause the tick to be missed.
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if (!contributesToNoteLock(obj.HitObject))
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if (!causesNoteLockMisses(obj.HitObject))
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return;
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osuObject.MissForcefully();
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}
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/// <summary>
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/// Whether a hitobject contributes to notelock.
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/// Only hit circles and slider start circles contribute to notelock.
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/// Whether a <see cref="HitObject"/> can be missed and causes other hitobjects to be missed during notelock.
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/// </summary>
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/// <param name="hitObject">The hitobject to test.</param>
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/// <returns>Whether <paramref name="hitObject"/> contributes to notelock.</returns>
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private bool contributesToNoteLock(HitObject hitObject)
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/// <param name="hitObject">The <see cref="HitObject"/> to test.</param>
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/// <returns>Whether <paramref name="hitObject"/> contributes to notelock misses.</returns>
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private bool causesNoteLockMisses(HitObject hitObject)
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=> hitObject is HitCircle && !(hitObject is SliderTailCircle);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => HitObjectContainer.ReceivePositionalInputAt(screenSpacePos);
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