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Fix taiko hit states not being reverted on rewind
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@ -86,6 +86,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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switch (State.Value)
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switch (State.Value)
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{
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{
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case ArmedState.Idle:
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case ArmedState.Idle:
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SecondHitAllowed = false;
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validKeyPressed = false;
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this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
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this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
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break;
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break;
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case ArmedState.Miss:
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case ArmedState.Miss:
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@ -3,6 +3,7 @@
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using System;
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using System;
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using System.Linq;
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using System.Linq;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Judgements;
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@ -46,6 +47,19 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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AddJudgement(new TaikoStrongHitJudgement { Result = HitResult.Great });
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AddJudgement(new TaikoStrongHitJudgement { Result = HitResult.Great });
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}
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}
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protected override void UpdateState(ArmedState state)
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{
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base.UpdateState(state);
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switch (state)
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{
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case ArmedState.Idle:
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firstHitTime = 0;
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firstKeyHeld = false;
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break;
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}
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}
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public override bool OnReleased(TaikoAction action)
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public override bool OnReleased(TaikoAction action)
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{
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{
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if (action == firstHitAction)
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if (action == firstHitAction)
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