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@ -6,7 +6,6 @@ using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Framework.Utils;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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@ -80,10 +79,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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if (osuCurrObj.StrainTime > 100) // Only buff deltaTime exceeding 300 bpm 1/2.
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acuteAngleBonus = 0;
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else
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{
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acuteAngleBonus *= calcAcuteAngleBonus(prevAngle) // Multiply by previous angle, we don't want to buff unless this is a wiggle type pattern.
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* Math.Min(angleBonus, 125 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
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* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
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* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.JumpDistance, 50, 100) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter).
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* Math.Min(angleBonus, 125 / osuCurrObj.StrainTime) // The maximum velocity we buff is equal to 125 / strainTime
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* Math.Pow(Math.Sin(Math.PI / 2 * Math.Min(1, (100 - osuCurrObj.StrainTime) / 25)), 2) // scale buff from 150 bpm 1/4 to 200 bpm 1/4
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* Math.Pow(Math.Sin(Math.PI / 2 * (Math.Clamp(osuCurrObj.JumpDistance, 50, 100) - 50) / 50), 2); // Buff distance exceeding 50 (radius) up to 100 (diameter).
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}
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wideAngleBonus *= angleBonus * (1 - Math.Min(wideAngleBonus, Math.Pow(calcWideAngleBonus(prevAngle), 3))); // Penalize wide angles if they're repeated, reducing the penalty as the prevAngle gets more acute.
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acuteAngleBonus *= 0.5 + 0.5 * (1 - Math.Min(acuteAngleBonus, Math.Pow(calcAcuteAngleBonus(lastAngle), 3))); // Penalize acute angles if they're repeated, reducing the penalty as the lastAngle gets more obtuse.
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