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refactoring
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@ -82,7 +82,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[]
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{
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new Aim(mods),
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new Speed(mods, beatmap, clockRate)
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new Speed(mods, beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, clockRate),
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};
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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@ -30,10 +30,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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private const double speed_balancing_factor = 40;
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private double greatWindow;
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public Speed(Mod[] mods, IBeatmap beatmap, double clockRate)
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public Speed(Mod[] mods, float od, double clockRate)
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: base(mods)
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{
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greatWindow = (79 - (beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty * 6) + 0.5) / clockRate;
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greatWindow = (79 - (od * 6) + 0.5) / clockRate;
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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@ -54,8 +54,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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// Cap deltatime to the OD 300 hitwindow.
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// 0.77 is derived from making sure 260bpm OD8 streams aren't nerfed
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var hitWindowNerfRaw = deltaTime / (greatWindow * 2 * 0.77);
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var hitWindowNerf = Math.Clamp(hitWindowNerfRaw, 0.85, 1);
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var hitWindowNerf = deltaTime / (greatWindow * 2 * 0.77);
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deltaTime /= Math.Clamp(hitWindowNerf, 0.92, 1);
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double speedBonus = 1.0;
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if (deltaTime < min_speed_bonus)
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@ -77,7 +77,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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}
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}
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return (1 + (speedBonus - 1) * 0.75) * angleBonus * (0.95 + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / (deltaTime / hitWindowNerf);
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return (1 + (speedBonus - 1) * 0.75) * angleBonus * (0.95 + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / deltaTime;
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}
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}
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}
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