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Apply major cleanup to the playfield judgement logic #32
Apply major cleanup to the playfield judgement logic #32
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…irely defined by the hit object Something I saw and didn't want to let it stay as-is.
MAy also be useful for adding our own `FeverIncreaseFor(...)` for fever mode later on.
fancy way to say fix build issue? idk :p
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Very nice work.
var r = (RushJudgementResult)br; | ||
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application?.Invoke(r); | ||
r.PlayerCollided = drawableRuleset.PlayerCollidesWith(r.HitObject); |
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Is the player's position going to be correct at this time when rewinding? It's based solely on transforms triggered by prior actions.
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when rewinding, results would only be reverted as seen in DrawableHitObject.Update()
(i.e. CheckForUpdate
is never called, thus ApplyResult
is never called), I've updated the boolean here as it is more correct since it'll remove the unintended direct connection between HealthProcessor
and DrawableRuleset
.
@frenzibyte Resolve the conflicts and I'll merge this one. |
My initial goal upon stepping on this was to fix rewinding on hit explosions, which was a simple
Expire() -> Expire(true)
, but I really didn't like how it is all out stuffed inside a method, so I tidied up the entire thing, hope it's readable and better than before.