diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index aa4f2719a4..5045a2954b 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -325,24 +325,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty return flashlightValue; } - private double calculateEffectiveMissCount(OsuDifficultyAttributes attributes) - { - // Guess the number of misses + slider breaks from combo - double comboBasedMissCount = 0.0; - - if (attributes.SliderCount > 0) - { - double fullComboThreshold = attributes.MaxCombo - 0.1 * attributes.SliderCount; - if (scoreMaxCombo < fullComboThreshold) - comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo); - } - - // Clamp miss count to maximum amount of possible breaks - comboBasedMissCount = Math.Min(comboBasedMissCount, countOk + countMeh + countMiss); - - return Math.Max(countMiss, comboBasedMissCount); - } - /// /// Using estimates player's deviation on speed notes, assuming worst-case. /// 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.