diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs
index ecba2500d0..5c20851e23 100644
--- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs
+++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs
@@ -11,10 +11,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
{
public class OsuDifficultyHitObject : DifficultyHitObject
{
- private const int normalized_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
+ private const int normalised_radius = 50; // Change radius to 50 to make 100 the diameter. Easier for mental maths.
private const int min_delta_time = 25;
- private const float maximum_slider_radius = normalized_radius * 2.4f;
- private const float assumed_slider_radius = normalized_radius * 1.8f;
+ private const float maximum_slider_radius = normalised_radius * 2.4f;
+ private const float assumed_slider_radius = normalised_radius * 1.8f;
protected new OsuHitObject BaseObject => (OsuHitObject)base.BaseObject;
@@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
public readonly double StrainTime;
///
- /// Normalized distance from the end position of the previous to the start position of this .
+ /// Normalised distance from the end position of the previous to the start position of this .
///
public double JumpDistance { get; private set; }
@@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
public double MovementTime { get; private set; }
///
- /// Normalized distance between the start and end position of this .
+ /// Normalised distance between the start and end position of this .
///
public double TravelDistance { get; private set; }
@@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
return;
// We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
- float scalingFactor = normalized_radius / (float)BaseObject.Radius;
+ float scalingFactor = normalised_radius / (float)BaseObject.Radius;
if (BaseObject.Radius < 30)
{
@@ -153,7 +153,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
slider.LazyEndPosition = slider.StackedPosition + slider.Path.PositionAt(endTimeMin); // temporary lazy end position until a real result can be derived.
var currCursorPosition = slider.StackedPosition;
- double scalingFactor = normalized_radius / slider.Radius; // lazySliderDistance is coded to be sensitive to scaling, this makes the maths easier with the thresholds being used.
+ double scalingFactor = normalised_radius / slider.Radius; // lazySliderDistance is coded to be sensitive to scaling, this makes the maths easier with the thresholds being used.
for (int i = 1; i < slider.NestedHitObjects.Count; i++)
{
@@ -181,7 +181,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
else if (currMovementObj is SliderRepeat)
{
// For a slider repeat, assume a tighter movement threshold to better assess repeat sliders.
- requiredMovement = normalized_radius;
+ requiredMovement = normalised_radius;
}
if (currMovementLength > requiredMovement)