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Use isTick.
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@ -187,10 +187,10 @@ namespace osu.Game.Modes.Taiko.Scoring
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protected override void UpdateCalculations(TaikoJudgement newJudgement)
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protected override void UpdateCalculations(TaikoJudgement newJudgement)
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{
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{
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var tickJudgement = newJudgement as TaikoDrumRollTickJudgement;
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bool isTick = newJudgement is TaikoDrumRollTickJudgement;
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// Don't consider ticks as a type of hit that counts towards map completion
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// Don't consider ticks as a type of hit that counts towards map completion
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if (tickJudgement == null)
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if (!isTick)
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totalHits++;
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totalHits++;
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// Apply score changes
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// Apply score changes
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@ -203,7 +203,7 @@ namespace osu.Game.Modes.Taiko.Scoring
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baseValue += baseValue * finisherScoreScale;
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baseValue += baseValue * finisherScoreScale;
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// Add score to portions
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// Add score to portions
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if (tickJudgement != null)
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if (isTick)
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bonusScore += baseValue;
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bonusScore += baseValue;
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else
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else
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{
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{
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@ -222,7 +222,7 @@ namespace osu.Game.Modes.Taiko.Scoring
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{
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{
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case HitResult.Miss:
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case HitResult.Miss:
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// Missing ticks shouldn't drop HP
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// Missing ticks shouldn't drop HP
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if (tickJudgement == null)
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if (!isTick)
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Health.Value += hpIncreaseMiss;
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Health.Value += hpIncreaseMiss;
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break;
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break;
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case HitResult.Hit:
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case HitResult.Hit:
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@ -232,8 +232,7 @@ namespace osu.Game.Modes.Taiko.Scoring
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Health.Value += hpIncreaseGood;
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Health.Value += hpIncreaseGood;
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break;
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break;
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case TaikoHitResult.Great:
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case TaikoHitResult.Great:
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// Ticks only give out a different portion of HP because they're more spammable
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if (isTick)
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if (tickJudgement != null)
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Health.Value += hpIncreaseTick;
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Health.Value += hpIncreaseTick;
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else
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else
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Health.Value += hpIncreaseGreat;
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Health.Value += hpIncreaseGreat;
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