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Replace CatchHitObject.X usage to EffectiveX and OriginalX
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@ -32,8 +32,8 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Preprocessing
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// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
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var scalingFactor = normalized_hitobject_radius / halfCatcherWidth;
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NormalizedPosition = BaseObject.X * scalingFactor;
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LastNormalizedPosition = LastObject.X * scalingFactor;
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NormalizedPosition = BaseObject.EffectiveX * scalingFactor;
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LastNormalizedPosition = LastObject.EffectiveX * scalingFactor;
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// Every strain interval is hard capped at the equivalent of 375 BPM streaming speed as a safety measure
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StrainTime = Math.Max(40, DeltaTime);
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