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Fix cumulative strain time calculation in Flashlight skill
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@ -45,11 +45,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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var osuPrevious = (OsuDifficultyHitObject)Previous[i];
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var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject);
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OsuDifficultyHitObject osuLastPrevious;
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if (i == 0)
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osuLastPrevious = osuCurrent;
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else
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osuLastPrevious = (OsuDifficultyHitObject)Previous[i - 1];
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if (!(osuPrevious.BaseObject is Spinner))
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{
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double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length;
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cumulativeStrainTime += osuPrevious.StrainTime;
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cumulativeStrainTime += osuLastPrevious.StrainTime;
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// We want to nerf objects that can be easily seen within the Flashlight circle radius.
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if (i == 0)
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