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Add missing grace time in hyperdash calculation
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@ -100,7 +100,7 @@ namespace osu.Game.Rulesets.Catch.Beatmaps
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CatchHitObject nextObject = objectWithDroplets[i + 1];
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int thisDirection = nextObject.X > currentObject.X ? 1 : -1;
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double timeToNext = nextObject.StartTime - currentObject.StartTime;
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double timeToNext = nextObject.StartTime - currentObject.StartTime - 1000f / 60f / 4; // 4 frames of grace time, taken from osu-stable
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double distanceToNext = Math.Abs(nextObject.X - currentObject.X) - (lastDirection == thisDirection ? lastExcess : halfCatcherWidth);
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float distanceToHyper = (float)(timeToNext * CatcherArea.Catcher.BASE_SPEED - distanceToNext);
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if (distanceToHyper < 0)
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