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Remove unnecessary AimRating
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@ -8,7 +8,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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{
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{
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public class CatchDifficultyAttributes : DifficultyAttributes
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public class CatchDifficultyAttributes : DifficultyAttributes
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{
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{
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public double AimRating;
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public double ApproachRate;
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public double ApproachRate;
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public int MaxCombo;
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public int MaxCombo;
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@ -60,14 +60,12 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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if (!calculateStrainValues(difficultyHitObjects, timeRate))
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if (!calculateStrainValues(difficultyHitObjects, timeRate))
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return new CatchDifficultyAttributes(mods, 0);
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return new CatchDifficultyAttributes(mods, 0);
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double ar = beatmap.BeatmapInfo.BaseDifficulty.ApproachRate;
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// this is the same as osu!, so there's potential to share the implementation... maybe
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double preEmpt = BeatmapDifficulty.DifficultyRange(ar, 1800, 1200, 450) / timeRate;
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double preEmpt = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / timeRate;
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double starRating = Math.Sqrt(calculateDifficulty(difficultyHitObjects, timeRate)) * star_scaling_factor;
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double starRating = Math.Sqrt(calculateDifficulty(difficultyHitObjects, timeRate)) * star_scaling_factor;
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return new CatchDifficultyAttributes(mods, starRating)
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return new CatchDifficultyAttributes(mods, starRating)
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{
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{
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AimRating = starRating,
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ApproachRate = preEmpt > 1200.0 ? -(preEmpt - 1800.0) / 120.0 : -(preEmpt - 1200.0) / 150.0 + 5.0,
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ApproachRate = preEmpt > 1200.0 ? -(preEmpt - 1800.0) / 120.0 : -(preEmpt - 1200.0) / 150.0 + 5.0,
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MaxCombo = difficultyHitObjects.Count
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MaxCombo = difficultyHitObjects.Count
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};
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};
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