apply relax td nerf to SR instead of PP
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+1
-8
@@ -329,14 +329,7 @@ impl<'m> OsuPP<'m> {
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fn compute_aim_value(&self, total_hits: f32, effective_miss_count: f32) -> f32 {
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fn compute_aim_value(&self, total_hits: f32, effective_miss_count: f32) -> f32 {
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let attributes = self.attributes.as_ref().unwrap();
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let attributes = self.attributes.as_ref().unwrap();
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// TD penalty
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let mut aim_value = (5.0 * (attributes.aim_strain as f32 / 0.0675).max(1.0) - 4.0).powi(3) / 100_000.0;
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let raw_aim = if self.mods.td() {
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attributes.aim_strain.powf(0.8) as f32
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} else {
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attributes.aim_strain as f32
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};
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let mut aim_value = (5.0 * (raw_aim / 0.0675).max(1.0) - 4.0).powi(3) / 100_000.0;
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// Longer maps are worth more
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// Longer maps are worth more
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let len_bonus = 0.88
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let len_bonus = 0.88
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@@ -126,12 +126,16 @@ pub fn stars(map: &Beatmap, mods: GameMods) -> OsuDifficultyAttributes {
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aim.save_current_peak();
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aim.save_current_peak();
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speed.save_current_peak();
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speed.save_current_peak();
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let aim_strain = aim.difficulty_value().sqrt() * DIFFICULTY_MULTIPLIER;
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let mut aim_strain = aim.difficulty_value().sqrt() * DIFFICULTY_MULTIPLIER;
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let speed_strain = speed.difficulty_value().sqrt() * DIFFICULTY_MULTIPLIER;
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let speed_strain = speed.difficulty_value().sqrt() * DIFFICULTY_MULTIPLIER;
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let aim_difficult_strain_count = aim.count_difficult_strains();
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let aim_difficult_strain_count = aim.count_difficult_strains();
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let speed_difficult_strain_count = speed.count_difficult_strains();
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let speed_difficult_strain_count = speed.count_difficult_strains();
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if mods.td() {
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aim_strain = aim_strain.powf(0.8);
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}
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let stars = aim_strain + speed_strain + (aim_strain - speed_strain).abs() / 2.0;
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let stars = aim_strain + speed_strain + (aim_strain - speed_strain).abs() / 2.0;
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diff_attributes.stars = stars as f64;
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diff_attributes.stars = stars as f64;
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