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Add explanatory comments + const
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@ -110,8 +110,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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double startTime = start.GetEndTime();
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double duration = end.StartTime - startTime;
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// For now, adjust the pre-empt for approach rates > 10.
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double preempt = PREEMPT * Math.Min(1, start.TimePreempt / 450);
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// Preempt time can go below 800ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR.
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// This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear preempt function (see: OsuHitObject).
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// Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good.
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double preempt = PREEMPT * Math.Min(1, start.TimePreempt / OsuHitObject.PREEMPT_MIN);
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fadeOutTime = startTime + fraction * duration;
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fadeInTime = fadeOutTime - preempt;
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