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Make hit windows settable by derived classes
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@ -10,7 +10,7 @@ namespace osu.Game.Rulesets.Objects
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{
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public class HitWindows
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{
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private static readonly IReadOnlyDictionary<HitResult, (double max, double mid, double min)> base_ranges = new Dictionary<HitResult, (double, double, double)>
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private static readonly IReadOnlyDictionary<HitResult, (double od0, double od5, double od10)> base_ranges = new Dictionary<HitResult, (double, double, double)>
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{
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{ HitResult.Perfect, (44.8, 38.8, 27.8) },
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{ HitResult.Great, (128, 98, 68 ) },
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@ -23,32 +23,32 @@ namespace osu.Game.Rulesets.Objects
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/// <summary>
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/// Hit window for a <see cref="HitResult.Perfect"/> hit.
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/// </summary>
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public double Perfect { get; private set; }
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public double Perfect { get; protected set; }
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/// <summary>
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/// Hit window for a <see cref="HitResult.Great"/> hit.
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/// </summary>
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public double Great { get; private set; }
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public double Great { get; protected set; }
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/// <summary>
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/// Hit window for a <see cref="HitResult.Good"/> hit.
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/// </summary>
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public double Good { get; private set; }
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public double Good { get; protected set; }
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/// <summary>
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/// Hit window for an <see cref="HitResult.OK"/> hit.
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/// </summary>
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public double Ok { get; private set; }
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public double Ok { get; protected set; }
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/// <summary>
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/// Hit window for a <see cref="HitResult.Meh"/> hit.
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/// </summary>
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public double Meh { get; private set; }
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public double Meh { get; protected set; }
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/// <summary>
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/// Hit window for a <see cref="HitResult.Miss"/> hit.
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/// </summary>
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public double Miss { get; private set; }
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public double Miss { get; protected set; }
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/// <summary>
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/// Constructs hit windows by fitting a parameter to a 2-part piecewise linear function for each hit window.
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