Fix GetRateAdjustedDisplayDifficulty()
(partially incorrectly) locally reimplementing difficulty range calculations
#25762
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As per #25759 (comment), I'm not sure how this passed review.
The
GetRateAdjustedDisplayDifficulty()
implementations now share the same sources of truths as the actual gameplay pieces that calculate AR / OD - whether it be constants that are then used to calculateTimePreempt
for AD, or the hitwindow ranges from{Osu,Taiko}HitWindows
.Notably, this fixes a regression in the local catch reimplementation committed in a04f9aa (the condition changed from
adjustedDifficulty.ApproachRate < 5
toadjustedDifficulty.ApproachRate < 6
). This is covered by test cases added in 555559c.@Givikap120 for your consideration.