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Cleanup by using const value
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@ -43,13 +43,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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return currentStrain;
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}
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public override double DifficultyValue()
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{
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double difficulty = GetCurrentStrainPeaks().Sum();
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// 1.06 comes from the default DifficultyMultiplier field in OsuStrainSkill,
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// and it's added here to keep values the same after Flashlight was converted from OsuStrainSkill.
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return difficulty * 1.06;
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}
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public override double DifficultyValue() => GetCurrentStrainPeaks().Sum() * OsuStrainSkill.DEFAULT_DIFFICULTY_MULTIPLIER;
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}
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}
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@ -14,6 +14,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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public abstract class OsuStrainSkill : StrainSkill
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{
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/// <summary>
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/// The default multiplier applied by <see cref="OsuStrainSkill"/> to the final difficulty value after all other calculations.
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/// May be overridden via <see cref="DifficultyMultiplier"/>.
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/// </summary>
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public const double DEFAULT_DIFFICULTY_MULTIPLIER = 1.06;
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/// <summary>
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/// The number of sections with the highest strains, which the peak strain reductions will apply to.
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/// This is done in order to decrease their impact on the overall difficulty of the map for this skill.
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@ -28,7 +34,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// <summary>
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/// The final multiplier to be applied to <see cref="DifficultyValue"/> after all other calculations.
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/// </summary>
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protected virtual double DifficultyMultiplier => 1.06;
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protected virtual double DifficultyMultiplier => DEFAULT_DIFFICULTY_MULTIPLIER;
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protected OsuStrainSkill(Mod[] mods)
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: base(mods)
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