made clippy happy
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@@ -24,7 +24,7 @@ pub struct BeatmapAttributes {
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/// AR and OD hit windows
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#[derive(Copy, Clone, Debug, PartialEq)]
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pub struct HitWindows {
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/// Hit window for approach rate i.e. TimePreempt in milliseconds.
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/// Hit window for approach rate i.e. `TimePreempt` in milliseconds.
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pub ar: f64,
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/// Hit window for overall difficulty i.e. time to hit a 300 ("Great") in milliseconds.
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pub od: f64,
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@@ -227,7 +227,7 @@ impl BeatmapState {
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I: Iterator<Item = &'a str>,
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F: FnOnce(&mut Self, &[&'a str]) -> O,
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{
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self.point_split.extend(point_split.map(|s| s as *const _));
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self.point_split.extend(point_split.map(std::ptr::from_ref));
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let ptr = self.point_split.as_ptr();
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let len = self.point_split.len();
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@@ -107,7 +107,7 @@ impl<'a> OsuDifficultyObject<'a> {
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return;
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}
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let scaling_factor = scaling_factor.factor_with_small_circle_bonus;
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let scaling_factor = scaling_factor.factor;
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let last_cursor_pos = Self::get_end_cursor_pos(last_object);
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@@ -9,10 +9,8 @@ use super::object::OsuDifficultyObject;
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/// osu!lazer stores these in each hit object but since all objects share the
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/// same scaling (w.r.t. difficulty & performance), we store them only once.
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pub struct ScalingFactor {
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/// `NORMALIZED_RADIUS / Radius`
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pub factor: f32,
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/// `NORMALIZED_RADIUS / Radius` and then adjusted if `Radius < 30`
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pub factor_with_small_circle_bonus: f32,
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pub factor: f32,
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pub radius: f64,
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pub scale: f32,
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}
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@@ -31,8 +29,7 @@ impl ScalingFactor {
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};
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Self {
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factor,
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factor_with_small_circle_bonus,
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factor: factor_with_small_circle_bonus,
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radius,
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scale,
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}
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