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More correctly handle StrongNestedHitObject
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@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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};
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// strong + rim always maps to whistle.
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// strong + rim always maps to whistle.
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if ((hitObject as TaikoStrongableHitObject)?.IsStrong == true)
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if ((hitObject as TaikoStrongableHitObject)?.IsStrong == true || hitObject is StrongNestedHitObject)
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{
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{
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samplesToPlay.Add(hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_WHISTLE : HitSampleInfo.HIT_FINISH));
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samplesToPlay.Add(hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_WHISTLE : HitSampleInfo.HIT_FINISH));
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}
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}
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