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Compare raw angle values instead of rounding angles
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@ -49,11 +49,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double angleRepeatCount = 0.0;
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double angleRepeatCount = 0.0;
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// We want to round angles to make abusing the nerf a bit harder.
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double initialRoundedAngle = 0.0;
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if (osuCurrent.Angle != null)
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initialRoundedAngle = Math.Round(MathUtils.RadiansToDegrees(osuCurrent.Angle.Value) / 2.0) * 2.0;
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// This is iterating backwards in time from the current object.
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// This is iterating backwards in time from the current object.
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for (int i = 0; i < Math.Min(current.Index, 10); i++)
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for (int i = 0; i < Math.Min(current.Index, 10); i++)
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{
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{
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@ -80,10 +75,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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if (currentObj.Angle != null && osuCurrent.Angle != null)
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if (currentObj.Angle != null && osuCurrent.Angle != null)
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{
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{
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double roundedAngle = Math.Round(MathUtils.RadiansToDegrees(currentObj.Angle.Value) / 2.0) * 2.0;
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// Objects further back in time should count less for the nerf.
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// Objects further back in time should count less for the nerf.
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if (roundedAngle == initialRoundedAngle)
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if (Math.Abs(currentObj.Angle.Value - osuCurrent.Angle.Value) < 0.02)
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angleRepeatCount += Math.Max(1.0 - 0.1 * i, 0.0);
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angleRepeatCount += Math.Max(1.0 - 0.1 * i, 0.0);
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}
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}
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}
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}
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