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interpolate the doubletap cheese nerf instead
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@ -2,11 +2,11 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Beatmaps;
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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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@ -47,9 +47,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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double deltaTime = current.DeltaTime;
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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 && deltaTime <= greatWindow)
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double deltaTimeThreshold = greatWindow * 2;
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if (Previous.Count > 0 && deltaTime < deltaTimeThreshold && Previous[0].DeltaTime > deltaTime)
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{
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deltaTime = Math.Max(Previous[0].DeltaTime, deltaTime);
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double closenessToZero = Math.Min(1, deltaTime / deltaTimeThreshold);
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deltaTime = Interpolation.Lerp(Previous[0].DeltaTime, deltaTime, closenessToZero);
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}
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// Cap deltatime to the OD 300 hitwindow.
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