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Fix remaining usage of hit window constants.
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@ -73,7 +73,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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if (!userTriggered)
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{
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if (Judgement.TimeOffset > OsuHitObject.HIT_WINDOW_50)
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if (Judgement.TimeOffset > HitObject.HitWindowFor(OsuScoreResult.Hit50))
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Judgement.Result = HitResult.Miss;
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return;
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}
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@ -82,7 +82,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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OsuJudgementInfo osuJudgement = Judgement as OsuJudgementInfo;
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if (hitOffset < OsuHitObject.HIT_WINDOW_50)
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if (hitOffset < HitObject.HitWindowFor(OsuScoreResult.Hit50))
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{
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Judgement.Result = HitResult.Hit;
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osuJudgement.Score = HitObject.ScoreResultForOffset(hitOffset);
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@ -11,12 +11,13 @@ namespace osu.Game.Modes.Osu.Objects
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{
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public abstract class OsuHitObject : HitObject
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{
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public const double HITTABLE_RANGE = 300;
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public const double HIT_WINDOW_50 = 150;
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public const double HIT_WINDOW_100 = 80;
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public const double HIT_WINDOW_300 = 30;
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public const double OBJECT_RADIUS = 64;
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private const double hittable_range = 300;
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private const double hit_window_50 = 150;
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private const double hit_window_100 = 80;
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private const double hit_window_300 = 30;
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public Vector2 Position { get; set; }
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public Vector2 StackedPosition => Position + StackOffset;
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@ -29,6 +30,8 @@ namespace osu.Game.Modes.Osu.Objects
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public Vector2 StackOffset => new Vector2(StackHeight * Scale * -6.4f);
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public double Radius => OBJECT_RADIUS * Scale;
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public float Scale { get; set; } = 1;
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public abstract HitObjectType Type { get; }
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