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Remove int casts in difficulty calculation, fixup some comments
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@ -56,7 +56,7 @@ 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 = (int)IBeatmapDifficultyInfo.DifficultyRange(beatmap.Difficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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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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@ -102,8 +102,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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HitWindows hitWindows = new OsuHitWindows();
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hitWindows.SetDifficulty(beatmap.Difficulty.OverallDifficulty);
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// Todo: These int casts are temporary to achieve 1:1 results with osu!stable, and should be removed in the future
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hitWindowGreat = (int)(hitWindows.WindowFor(HitResult.Great)) / clockRate;
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hitWindowGreat = hitWindows.WindowFor(HitResult.Great) / clockRate;
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return new Skill[]
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{
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