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Rename SuccessfulHitResult->LowestSuccessfulHitResult
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@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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{ HitResult.Miss, (270, 190, 140) },
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};
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protected override HitResult SuccessfulHitResult => HitResult.Good;
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protected override HitResult LowestSuccessfulHitResult => HitResult.Good;
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public override bool IsHitResultAllowed(HitResult result)
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{
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@ -53,7 +53,7 @@ namespace osu.Game.Rulesets.Objects
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/// <summary>
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/// The <see cref="HitResult"/> with the largest hit window that produces a successful hit.
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/// </summary>
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protected virtual HitResult SuccessfulHitResult => HitResult.Meh;
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protected virtual HitResult LowestSuccessfulHitResult => HitResult.Meh;
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/// <summary>
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/// Check whether it is possible to achieve the provided <see cref="HitResult"/>.
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@ -137,6 +137,6 @@ namespace osu.Game.Rulesets.Objects
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/// </summary>
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/// <param name="timeOffset">The time offset.</param>
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/// <returns>Whether the <see cref="HitObject"/> can be hit at any point in the future from this time offset.</returns>
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public bool CanBeHit(double timeOffset) => timeOffset <= HalfWindowFor(SuccessfulHitResult);
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public bool CanBeHit(double timeOffset) => timeOffset <= HalfWindowFor(LowestSuccessfulHitResult);
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}
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}
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