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Add lenience to comparison
Noticed that they could still stack up on maps with hitcircles at the same point in time (centipede).
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@ -214,11 +214,12 @@ namespace osu.Game.Screens.Play.HUD.HitErrorMeters
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if (!judgement.IsHit)
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return;
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if (judgementsContainer.Count >= max_concurrent_judgements)
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if (judgementsContainer.Count > max_concurrent_judgements)
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{
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const double quick_fade_time = 100;
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var old = judgementsContainer.FirstOrDefault(j => j.LifetimeEnd > Clock.CurrentTime + quick_fade_time);
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// check with a bit of lenience to avoid precision error in comparison.
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var old = judgementsContainer.FirstOrDefault(j => j.LifetimeEnd > Clock.CurrentTime + quick_fade_time * 1.1);
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if (old != null)
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{
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