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Use clockrate in the difficult strain count method
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@ -40,12 +40,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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int aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).RelevantDifficultStrains();
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int speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).RelevantDifficultStrains();
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// Total number of strains in a map can vary by clockrate, and this needs to be corrected for.
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aimDifficultyStrainCount = (int)(aimDifficultyStrainCount * clockRate);
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speedDifficultyStrainCount = (int)(speedDifficultyStrainCount * clockRate);
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int aimDifficultyStrainCount = ((OsuStrainSkill)skills[0]).CountDifficultStrains(clockRate);
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int speedDifficultyStrainCount = ((OsuStrainSkill)skills[2]).CountDifficultStrains(clockRate);
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if (mods.Any(h => h is OsuModRelax))
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speedRating = 0.0;
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@ -58,11 +58,16 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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return difficulty * DifficultyMultiplier;
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}
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public int RelevantDifficultStrains()
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/// <summary>
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/// Returns the number of difficult strains.
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/// A strain is considered difficult if it's higher than 66% of the highest strain.
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/// </summary>
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public int CountDifficultStrains(double clockRate)
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{
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List<double> strains = GetCurrentStrainPeaks().OrderByDescending(d => d).ToList();
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return strains.Count(s => s > strains[0] * 0.66);
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// Total number of strains in a map can vary by clockrate, and this needs to be corrected for.
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return (int)(strains.Count(s => s > strains[0] * 0.66) * clockRate);
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}
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}
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}
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