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https://github.com/ppy/osu
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Move preempt back to CreateDifficultyAttributes
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@ -22,7 +22,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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private const double difficulty_multiplier = 0.0675;
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private double hitWindowGreat;
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private double preempt;
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public OsuDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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@ -60,6 +59,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double starRating = basePerformance > 0.00001 ? Math.Cbrt(1.12) * 0.027 * (Math.Cbrt(100000 / Math.Pow(2, 1 / 1.1) * basePerformance) + 4) : 0;
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double preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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double drainRate = beatmap.Difficulty.DrainRate;
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int maxCombo = beatmap.HitObjects.Count;
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@ -110,14 +110,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
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preempt = IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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return new Skill[]
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{
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new Aim(mods, true),
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new Aim(mods, false),
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new Speed(mods, hitWindowGreat),
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new Flashlight(mods, preempt)
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new Flashlight(mods)
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};
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}
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@ -16,11 +16,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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public class Flashlight : OsuStrainSkill
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{
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public Flashlight(Mod[] mods, double preemptTime)
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public Flashlight(Mod[] mods)
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: base(mods)
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{
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this.mods = mods;
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this.preemptTime = preemptTime;
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}
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private double skillMultiplier => 0.09;
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@ -30,7 +29,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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private readonly Mod[] mods;
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private bool hidden;
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private readonly double preemptTime;
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private const double max_opacity_bonus = 0.7;
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private const double hidden_bonus = 0.5;
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