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Adding lisence header
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@ -98,7 +98,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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return true;
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}
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}
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/// <summary>
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/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size STRAIN_STEP.
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/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
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