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Revert change to OsuHitWindows
and move logic local to pooling initialisation
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@ -28,8 +28,6 @@ namespace osu.Game.Rulesets.Osu.Scoring
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case HitResult.Ok:
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case HitResult.Meh:
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case HitResult.Miss:
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case HitResult.LargeTickMiss:
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case HitResult.IgnoreMiss:
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return true;
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}
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@ -20,7 +20,6 @@ using osu.Game.Rulesets.Osu.Configuration;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Connections;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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@ -66,8 +65,21 @@ namespace osu.Game.Rulesets.Osu.UI
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HitPolicy = new StartTimeOrderedHitPolicy();
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var hitWindows = new OsuHitWindows();
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foreach (var result in Enum.GetValues<HitResult>().Where(r => r > HitResult.None && hitWindows.IsHitResultAllowed(r)))
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foreach (var result in Enum.GetValues<HitResult>().Where(r =>
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{
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switch (r)
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{
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case HitResult.Great:
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case HitResult.Ok:
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case HitResult.Meh:
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case HitResult.Miss:
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case HitResult.LargeTickMiss:
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case HitResult.IgnoreMiss:
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return true;
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}
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return false;
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}))
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poolDictionary.Add(result, new DrawableJudgementPool(result, onJudgementLoaded));
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AddRangeInternal(poolDictionary.Values);
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