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Adding lisence header
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@ -98,7 +98,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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return true;
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return true;
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size STRAIN_STEP.
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/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size STRAIN_STEP.
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/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
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/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
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@ -1,4 +1,7 @@
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using System;
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Catch.UI;
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using OpenTK;
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using OpenTK;
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@ -76,7 +79,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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{
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double bonus = DIRECTION_CHANGE_BONUS / sqrtTime;
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double bonus = DIRECTION_CHANGE_BONUS / sqrtTime;
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// Weight bonus by how
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// Weight bonus by how
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double bonusFactor = Math.Min(playerPositioningError, Math.Abs(LastMovement)) / playerPositioningError;
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double bonusFactor = Math.Min(playerPositioningError, Math.Abs(LastMovement)) / playerPositioningError;
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// We want time to play a role twice here!
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// We want time to play a role twice here!
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