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Fix incorrect probability calculation for hitobject conversion
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@ -397,7 +397,11 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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case 4:
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centreProbability = 0;
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p2 = Math.Min(p2 * 2, 0.2);
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// Stable requires rngValue > x, which is an inverse-probability. Lazer uses true probability (1 - x).
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// But multiplying this value by 2 (stable) is not the same operation as dividing it by 2 (lazer),
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// so it needs to be converted to from a probability and then back after the multiplication.
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p2 = 1 - Math.Max((1 - p2) * 2, 0.8);
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p3 = 0;
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break;
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@ -408,11 +412,20 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
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case 6:
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centreProbability = 0;
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p2 = Math.Min(p2 * 2, 0.5);
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p3 = Math.Min(p3 * 2, 0.15);
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// Stable requires rngValue > x, which is an inverse-probability. Lazer uses true probability (1 - x).
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// But multiplying this value by 2 (stable) is not the same operation as dividing it by 2 (lazer),
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// so it needs to be converted to from a probability and then back after the multiplication.
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p2 = 1 - Math.Max((1 - p2) * 2, 0.5);
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p3 = 1 - Math.Max((1 - p3) * 2, 0.85);
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break;
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}
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// The stable values were allowed to exceed 1, which indicate <0% probability.
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// These values needs to be clamped otherwise GetRandomNoteCount() will throw an exception.
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p2 = Math.Clamp(p2, 0, 1);
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p3 = Math.Clamp(p3, 0, 1);
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double centreVal = Random.NextDouble();
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int noteCount = GetRandomNoteCount(p2, p3);
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