mirror of https://github.com/ppy/osu
Update missed conditional
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@ -66,7 +66,7 @@ protected void PlaySamples(ISampleInfo[] samples)
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protected HitObject GetMostValidObject()
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{
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// The most optimal lookup case we have is when an object is alive. There are usually very few alive objects so there's no drawbacks in attempting this lookup each time.
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var hitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.IsHit != true)?.HitObject;
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var hitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true)?.HitObject;
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// In the case a next object isn't available in drawable form, we need to do a somewhat expensive traversal to get a valid sound to play.
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if (hitObject == null)
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