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Remove 1000ms offset and adjust comment
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@ -176,8 +176,8 @@ namespace osu.Game.Rulesets.Osu.UI
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public OsuHitObjectLifetimeEntry(HitObject hitObject)
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public OsuHitObjectLifetimeEntry(HitObject hitObject)
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: base(hitObject)
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: base(hitObject)
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{
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{
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// Arbitrary lifetime end to prevent past objects in idle states remaining alive in non-frame-stable contexts.
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// Prevent past objects in idles states from remaining alive as their end times are skipped in non-frame-stable contexts.
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LifetimeEnd = HitObject.GetEndTime() + HitObject.HitWindows.WindowFor(HitResult.Miss) + 1000;
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LifetimeEnd = HitObject.GetEndTime() + HitObject.HitWindows.WindowFor(HitResult.Miss);
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}
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}
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protected override double InitialLifetimeOffset => ((OsuHitObject)HitObject).TimePreempt;
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protected override double InitialLifetimeOffset => ((OsuHitObject)HitObject).TimePreempt;
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