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Refactor as proposed
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566d874641
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@ -42,6 +42,11 @@ namespace osu.Game.Rulesets.Judgements
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/// </summary>
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public double HealthAtJudgement { get; internal set; }
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/// <summary>
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/// Whether the user was in a failed state prior to this <see cref="JudgementResult"/> occurring.
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/// </summary>
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public bool FailedAtJudgement { get; internal set; }
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/// <summary>
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/// Whether a miss or hit occurred.
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/// </summary>
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@ -309,7 +309,6 @@ namespace osu.Game.Rulesets.Scoring
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}
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private readonly Dictionary<HitResult, int> scoreResultCounts = new Dictionary<HitResult, int>();
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private Judgement hasFailedAtJudgement;
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/// <summary>
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/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
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@ -317,17 +316,13 @@ namespace osu.Game.Rulesets.Scoring
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/// <param name="result">The <see cref="JudgementResult"/> to apply.</param>
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protected virtual void ApplyResult(JudgementResult result)
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{
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if (HasFailed)
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{
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if (hasFailedAtJudgement == null)
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hasFailedAtJudgement = result.Judgement;
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return;
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}
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result.ComboAtJudgement = Combo.Value;
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result.HighestComboAtJudgement = HighestCombo.Value;
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result.HealthAtJudgement = Health.Value;
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result.FailedAtJudgement = HasFailed;
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if (HasFailed)
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return;
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JudgedHits++;
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@ -371,21 +366,15 @@ namespace osu.Game.Rulesets.Scoring
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/// <param name="result">The judgement scoring result.</param>
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protected virtual void RevertResult(JudgementResult result)
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{
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if (HasFailed)
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{
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if (hasFailedAtJudgement == result.Judgement)
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{
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hasFailedAtJudgement = null;
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HasFailed = false;
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}
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return;
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}
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Combo.Value = result.ComboAtJudgement;
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HighestCombo.Value = result.HighestComboAtJudgement;
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Health.Value = result.HealthAtJudgement;
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// Todo: Revert HasFailed state with proper player support
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if (result.FailedAtJudgement)
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return;
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JudgedHits--;
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if (result.Type != HitResult.None)
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