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Fix CI issues
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@ -43,6 +43,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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return 0;
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var osuCurrent = (OsuDifficultyHitObject)current;
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var osuPrevious = Previous.Count > 0 ? (OsuDifficultyHitObject)Previous[0] : null;
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double distance = Math.Min(single_spacing_threshold, osuCurrent.TravelDistance + osuCurrent.JumpDistance);
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double strainTime = osuCurrent.StrainTime;
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@ -51,10 +52,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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double speedWindowRatio = strainTime / greatWindowFull;
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// Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between)
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if (Previous.Count > 0 && strainTime < greatWindowFull && (Previous[0] as OsuDifficultyHitObject).StrainTime > strainTime)
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{
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strainTime = Interpolation.Lerp((Previous[0] as OsuDifficultyHitObject).StrainTime, strainTime, speedWindowRatio);
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}
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if (osuPrevious != null && strainTime < greatWindowFull && osuPrevious.StrainTime > strainTime)
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strainTime = Interpolation.Lerp(osuPrevious.StrainTime, strainTime, speedWindowRatio);
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// Cap deltatime to the OD 300 hitwindow.
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// 0.93 is derived from making sure 260bpm OD8 streams aren't nerfed harshly, whilst 0.92 limits the effect of the cap.
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@ -81,9 +80,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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}
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return (1 + (speedBonus - 1) * 0.75)
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* angleBonus
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* (0.95 + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5))
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/ strainTime;
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* angleBonus
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* (0.95 + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5))
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/ strainTime;
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}
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}
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}
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