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Move taiko-specific property out of DrawableHitObject
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@ -23,8 +23,8 @@ namespace osu.Game.Rulesets.Taiko.Mods
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public void ApplyToDrawableHitObject(DrawableHitObject drawable)
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{
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if (drawable is DrawableHit)
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drawable.SnapJudgementLocation = true;
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if (drawable is DrawableTaikoHitObject hit)
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hit.SnapJudgementLocation = true;
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}
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}
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}
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@ -25,6 +25,15 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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private readonly Container nonProxiedContent;
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/// <summary>
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/// Whether the location of the hit should be snapped to the hit target before animating.
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/// </summary>
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/// <remarks>
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/// This is how osu-stable worked, but notably is not how TnT works.
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/// It results in less visual feedback on hit accuracy.
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/// </remarks>
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public bool SnapJudgementLocation { get; set; }
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protected DrawableTaikoHitObject([CanBeNull] TaikoHitObject hitObject)
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: base(hitObject)
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{
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@ -662,15 +662,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// </remarks>
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public virtual double MaximumJudgementOffset => HitObject.HitWindows?.WindowFor(HitResult.Miss) ?? 0;
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/// <summary>
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/// Whether the location of the hit should be snapped to the hit target before animating.
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/// </summary>
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/// <remarks>
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/// This is how osu-stable worked, but notably is not how TnT works.
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/// It results in less visual feedback on hit accuracy.
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/// </remarks>
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public bool SnapJudgementLocation { get; set; }
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/// <summary>
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/// Applies the <see cref="Result"/> of this <see cref="DrawableHitObject"/>, notifying responders such as
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/// the <see cref="ScoreProcessor"/> of the <see cref="JudgementResult"/>.
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