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Expand comment to justify maximising bonus score
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
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@ -131,6 +131,8 @@ private void simulateHit(HitObject hitObject, ref LegacyScoreAttributes attribut
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const double maximum_rotations_per_second = 477.0 / 60;
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// Normally, this value depends on the final overall difficulty. For simplicity, we'll only consider the worst case that maximises bonus score.
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// As we're primarily concerned with computing the maximum theoretical final score,
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// this will have the final effect of slightly underestimating bonus score achieved on stable when converting from score V1.
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const double minimum_rotations_per_second = 3;
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double secondsDuration = spinner.Duration / 1000;
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