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Add some notes
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@ -64,6 +64,7 @@ namespace osu.Game.Rulesets.Osu.Scoring
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double localLastTime = lastTime;
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double breakTime = 0;
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// TODO: This doesn't handle overlapping/sequential breaks correctly (/b/614).
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// Subtract any break time from the duration since the last object
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if (Beatmap.Breaks.Count > 0 && currentBreak < Beatmap.Breaks.Count)
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{
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@ -107,6 +108,8 @@ namespace osu.Game.Rulesets.Osu.Scoring
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increaseHp(nested);
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}
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// Note: Because HP is capped during the above increases, long sliders (with many ticks) or spinners
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// will appear to overkill at lower drain levels than they should. However, it is also not correct to simply use the uncapped version.
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if (hpOverkill > 0 && currentHp - hpOverkill <= lowestHpEver)
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{
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fail = true;
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