feat: update catch calc
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@@ -18,7 +18,7 @@ pub mod gradual;
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mod object;
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mod skills;
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const STAR_SCALING_FACTOR: f64 = 0.153;
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const DIFFICULTY_MULTIPLIER: f64 = 4.59;
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pub fn difficulty(
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difficulty: &Difficulty,
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@@ -96,7 +96,7 @@ impl DifficultyValues {
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}
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pub fn eval(attrs: &mut CatchDifficultyAttributes, movement_difficulty_value: f64) {
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attrs.stars = movement_difficulty_value.sqrt() * STAR_SCALING_FACTOR;
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attrs.stars = movement_difficulty_value.sqrt() * DIFFICULTY_MULTIPLIER;
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}
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pub fn create_difficulty_objects<'a>(
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@@ -11,7 +11,7 @@ const ABSOLUTE_PLAYER_POSITIONING_ERROR: f32 = 16.0;
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const NORMALIZED_HITOBJECT_RADIUS: f32 = 41.0;
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const DIRECTION_CHANGE_BONUS: f64 = 21.0;
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const SKILL_MULTIPLIER: f64 = 900.0;
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const SKILL_MULTIPLIER: f64 = 1.0;
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const STRAIN_DECAY_BASE: f64 = 0.2;
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const DECAY_WEIGHT: f64 = 0.94;
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@@ -569,7 +569,7 @@ impl CatchPerformanceInner<'_> {
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// NF penalty
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if self.mods.nf() {
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pp *= 0.9;
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pp *= (1.0 - 0.02 * f64::from(self.state.misses)).max(0.9);
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}
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CatchPerformanceAttributes {
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