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remove leftover effective misscount func
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@ -325,24 +325,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return flashlightValue;
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}
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private double calculateEffectiveMissCount(OsuDifficultyAttributes attributes)
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{
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// Guess the number of misses + slider breaks from combo
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double comboBasedMissCount = 0.0;
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if (attributes.SliderCount > 0)
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{
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double fullComboThreshold = attributes.MaxCombo - 0.1 * attributes.SliderCount;
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if (scoreMaxCombo < fullComboThreshold)
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comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
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}
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// Clamp miss count to maximum amount of possible breaks
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comboBasedMissCount = Math.Min(comboBasedMissCount, countOk + countMeh + countMiss);
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return Math.Max(countMiss, comboBasedMissCount);
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}
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/// <summary>
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/// Using <see cref="calculateDeviation"/> estimates player's deviation on speed notes, assuming worst-case.
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/// Treats all speed notes as hit circles. This is not good way to do this, but fixing this is impossible under the limitation of current speed pp.
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