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Move flashlight TD difficulty reduction to diffcalc
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@ -46,7 +46,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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if (mods.Any(m => m is OsuModTouchDevice))
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if (mods.Any(m => m is OsuModTouchDevice))
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{
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aimRating = Math.Pow(aimRating, 0.8);
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aimRating = Math.Pow(aimRating, 0.8);
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flashlightRating = Math.Pow(flashlightRating, 0.8);
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}
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if (mods.Any(h => h is OsuModRelax))
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if (mods.Any(h => h is OsuModRelax))
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{
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{
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@ -228,12 +228,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (!score.Mods.Any(h => h is OsuModFlashlight))
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if (!score.Mods.Any(h => h is OsuModFlashlight))
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return 0.0;
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return 0.0;
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double rawFlashlight = attributes.FlashlightDifficulty;
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double flashlightValue = Math.Pow(attributes.FlashlightDifficulty, 2.0) * 25.0;
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if (score.Mods.Any(m => m is OsuModTouchDevice))
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rawFlashlight = Math.Pow(rawFlashlight, 0.8);
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double flashlightValue = Math.Pow(rawFlashlight, 2.0) * 25.0;
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (effectiveMissCount > 0)
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if (effectiveMissCount > 0)
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