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Fix nested hitobjects potentially indirectly masked away
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@ -375,7 +375,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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}
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protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => AllJudged && base.ComputeIsMaskedAway(maskingBounds);
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public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds) => AllJudged && base.UpdateSubTreeMasking(source, maskingBounds);
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protected override void UpdateAfterChildren()
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{
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