Now using official formulas for circle diameter and timing offsets.
The previous formulas were extremely close, so you shouldn't notice any gameplay differences at all. Circle diameter: - Previously: 104 - (CS * 8) - Now: 108.848 - (CS * 8.9646) Timing offsets: added 1.5ms to 300, 100, and 50 hit result offsets. Signed-off-by: Jeffrey Han <itdelatrisu@gmail.com>
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@@ -1482,14 +1482,15 @@ public class Game extends BasicGameState {
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// Stack modifier scales with hit object size
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// StackOffset = HitObjectRadius / 10
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int diameter = (int) (104 - (circleSize * 8));
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//int diameter = (int) (104 - (circleSize * 8));
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float diameter = 108.848f - (circleSize * 8.9646f);
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HitObject.setStackOffset(diameter * STACK_OFFSET_MODIFIER);
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// initialize objects
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Circle.init(container, circleSize);
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Slider.init(container, circleSize, beatmap);
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Circle.init(container, diameter);
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Slider.init(container, diameter, beatmap);
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Spinner.init(container, overallDifficulty);
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Curve.init(container.getWidth(), container.getHeight(), circleSize, (Options.isBeatmapSkinIgnored()) ?
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Curve.init(container.getWidth(), container.getHeight(), diameter, (Options.isBeatmapSkinIgnored()) ?
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Options.getSkin().getSliderBorderColor() : beatmap.getSliderBorderColor());
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// approachRate (hit object approach time)
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@@ -1500,9 +1501,9 @@ public class Game extends BasicGameState {
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// overallDifficulty (hit result time offsets)
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hitResultOffset = new int[GameData.HIT_MAX];
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hitResultOffset[GameData.HIT_300] = (int) (78 - (overallDifficulty * 6));
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hitResultOffset[GameData.HIT_100] = (int) (138 - (overallDifficulty * 8));
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hitResultOffset[GameData.HIT_50] = (int) (198 - (overallDifficulty * 10));
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hitResultOffset[GameData.HIT_300] = (int) (79.5f - (overallDifficulty * 6));
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hitResultOffset[GameData.HIT_100] = (int) (139.5f - (overallDifficulty * 8));
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hitResultOffset[GameData.HIT_50] = (int) (199.5f - (overallDifficulty * 10));
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hitResultOffset[GameData.HIT_MISS] = (int) (500 - (overallDifficulty * 10));
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//final float mult = 0.608f;
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//hitResultOffset[GameData.HIT_300] = (int) ((128 - (overallDifficulty * 9.6)) * mult);
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