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Fix catch health processor allowing fail on tiny droplet
Closes https://github.com/ppy/osu/issues/27159. In today's episode of "just stable things"...
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@ -5,6 +5,7 @@ using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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@ -21,6 +22,19 @@ namespace osu.Game.Rulesets.Catch.Scoring
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protected override IEnumerable<HitObject> EnumerateNestedHitObjects(HitObject hitObject) => Enumerable.Empty<HitObject>();
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protected override bool CanFailOn(JudgementResult result)
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{
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// matches stable.
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// see: https://github.com/peppy/osu-stable-reference/blob/46cd3a10af7cc6cc96f4eba92ef1812dc8c3a27e/osu!/GameModes/Play/Rulesets/Ruleset.cs#L967
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// the above early-return skips the failure check at the end of the same method:
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// https://github.com/peppy/osu-stable-reference/blob/46cd3a10af7cc6cc96f4eba92ef1812dc8c3a27e/osu!/GameModes/Play/Rulesets/Ruleset.cs#L1232
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// making it impossible to fail on a tiny droplet regardless of result.
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if (result.Type == HitResult.SmallTickMiss)
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return false;
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return base.CanFailOn(result);
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}
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protected override double GetHealthIncreaseFor(HitObject hitObject, HitResult result)
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{
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double increase = 0;
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