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Make wide angle check in wiggle bonus more lenient #31530

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Very confusing PR name, but this should be free value boost for alt maps like Bookmaker

@Givikap120 Givikap120 changed the title Make wide angle check in wiggle bonus more lenient by using 2 last angles instead of one Make wide angle check in wiggle bonus more lenient Jan 15, 2025
@@ -102,7 +103,7 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with
* DifficultyCalculationUtils.Smootherstep(currAngle, double.DegreesToRadians(110), double.DegreesToRadians(60))
* DifficultyCalculationUtils.Smootherstep(osuLastObj.LazyJumpDistance, radius, diameter)
* Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuLastObj.LazyJumpDistance, diameter * 3, diameter), 1.8)
* DifficultyCalculationUtils.Smootherstep(lastAngle, double.DegreesToRadians(110), double.DegreesToRadians(60));
* DifficultyCalculationUtils.Smootherstep(Math.Min(lastAngle, lastLastAngle), double.DegreesToRadians(110), double.DegreesToRadians(60));
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That just makes the wiggle bonus potentially completely ignore the second angle no matter if its wide or acute. I don't think it makes any sense to be done like that in a acute wiggle bonus

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this should buff patterns like these without touching anything else
because the main effect of this line is not buffing angle changes on streams, what is still true with this change, because streams have many wide angles in a row
image

@stanriders stanriders requested a review from a team January 16, 2025 09:08
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