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Refactor HitWindows for legibility
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@ -10,8 +10,8 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using osuTK;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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@ -102,7 +102,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (result == HitResult.None)
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{
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Shake(Math.Abs(timeOffset) - HitObject.HitWindows.HalfWindowFor(HitResult.Miss));
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Shake(Math.Abs(timeOffset) - HitObject.HitWindows.WindowFor(HitResult.Miss));
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return;
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}
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@ -134,7 +134,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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hitArea.HitAction = null;
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// override lifetime end as FadeIn may have been changed externally, causing out expiration to be too early.
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LifetimeEnd = HitObject.StartTime + HitObject.HitWindows.HalfWindowFor(HitResult.Miss);
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LifetimeEnd = HitObject.StartTime + HitObject.HitWindows.WindowFor(HitResult.Miss);
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break;
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case ArmedState.Miss:
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