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Use correct HitWindows
class for osu!taiko hit windows in difficulty calculator (#31579)
* Use correct `HitWindows` class for osu!taiko hit windows in difficulty calculator * Remove redundant (and incorrect) hit window creation * Balance rhythm against hit window changes
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@ -120,7 +120,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Evaluators
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intervalDifficulty *= DifficultyCalculationUtils.Logistic(
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durationDifference / hitWindow,
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midpointOffset: 0.7,
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multiplier: 1.5,
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multiplier: 1.0,
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maxValue: 1);
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}
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}
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@ -43,7 +43,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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HitWindows hitWindows = new HitWindows();
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HitWindows hitWindows = new TaikoHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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isConvert = beatmap.BeatmapInfo.Ruleset.OnlineID == 0;
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@ -68,9 +68,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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{
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var hitWindows = new HitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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var difficultyHitObjects = new List<DifficultyHitObject>();
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var centreObjects = new List<TaikoDifficultyHitObject>();
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var rimObjects = new List<TaikoDifficultyHitObject>();
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