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Refactor HitWindows for legibility
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@ -9,11 +9,12 @@ using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Osu.Difficulty.Skills;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Scoring;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Difficulty
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{
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@ -39,7 +40,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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hitWindows.SetDifficulty(beatmap.BeatmapInfo.BaseDifficulty.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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double hitWindowGreat = (int)(hitWindows.Great / 2) / clockRate;
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double hitWindowGreat = (int)(hitWindows.WindowFor(HitResult.Great)) / clockRate;
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double preempt = (int)BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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int maxCombo = beatmap.HitObjects.Count;
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