mirror of https://github.com/ppy/osu
Use HitStateUpdateTime instead
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@ -120,7 +120,7 @@ protected override void LoadComplete()
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private void applyCustomUpdateState(DrawableHitObject hitObject, ArmedState state)
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{
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if (state == ArmedState.Miss)
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missFadeTime.Value ??= hitObject.StateUpdateTime;
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missFadeTime.Value ??= hitObject.HitStateUpdateTime;
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}
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private void onIsHittingChanged(ValueChangedEvent<bool> isHitting)
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