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Fix key beams not appearing when delay fade effects are off and a chip object has passed the crit line
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Main/src/Scoring.cpp

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@@ -1429,6 +1429,8 @@ bool Scoring::HoldObjectAvailable(uint32 index, bool checkIfPassedCritLine)
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auto currentTime = m_playback->GetLastTime();
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auto tick = m_ticks[index].front();
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auto obj = (HoldObjectState*)tick->object;
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if (obj->type != ObjectType::Hold)
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return false;
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// When a hold passes the crit line and we're eligible to hit the starting tick,
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// change the idle hit effect to the crit hit effect
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bool withinHoldStartWindow = tick->HasFlag(TickFlags::Start) && m_IsBeingHold(tick) && (!checkIfPassedCritLine || obj->time <= currentTime);

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