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@ -101,7 +101,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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private float getRandomOffset(float stdDev)
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private float getRandomOffset(float stdDev)
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{
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{
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// Range: [0.5;2]
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// Range: [0.5, 2]
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// Higher angle sharpness -> lower multiplier
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float customMultiplier = (1.5f * AngleSharpness.MaxValue - AngleSharpness.Value) / (1.5f * AngleSharpness.MaxValue - AngleSharpness.Default);
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float customMultiplier = (1.5f * AngleSharpness.MaxValue - AngleSharpness.Value) / (1.5f * AngleSharpness.MaxValue - AngleSharpness.Default);
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return OsuHitObjectGenerationUtils.RandomGaussian(random, 0, stdDev * customMultiplier);
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return OsuHitObjectGenerationUtils.RandomGaussian(random, 0, stdDev * customMultiplier);
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@ -112,14 +113,14 @@ namespace osu.Game.Rulesets.Osu.Mods
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/// <param name="flowDirection">Whether the relative angle should be positive or negative.</param>
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/// <param name="flowDirection">Whether the relative angle should be positive or negative.</param>
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private float getRelativeTargetAngle(float targetDistance, float offset, bool flowDirection)
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private float getRelativeTargetAngle(float targetDistance, float offset, bool flowDirection)
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{
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{
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// Range [0.1;1]
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// Range: [0.1, 1]
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float angleSharpness = AngleSharpness.Value / AngleSharpness.MaxValue;
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float angleSharpness = AngleSharpness.Value / AngleSharpness.MaxValue;
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// Range [0;0.9]
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// Range: [0, 0.9]
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float angleWideness = 1 - angleSharpness;
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float angleWideness = 1 - angleSharpness;
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// Range: [-60;30]
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// Range: [-60, 30]
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float customOffsetX = angleSharpness * 100 - 70;
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float customOffsetX = angleSharpness * 100 - 70;
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// Range: [-0.075;0.15]
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// Range: [-0.075, 0.15]
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float customOffsetY = angleWideness * 0.25f - 0.075f;
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float customOffsetY = angleWideness * 0.25f - 0.075f;
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targetDistance += customOffsetX;
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targetDistance += customOffsetX;
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