diff --git a/osu.Game/Rulesets/Scoring/ScoreProcessor.cs b/osu.Game/Rulesets/Scoring/ScoreProcessor.cs
index b2b31c5394..cdef3e5afb 100644
--- a/osu.Game/Rulesets/Scoring/ScoreProcessor.cs
+++ b/osu.Game/Rulesets/Scoring/ScoreProcessor.cs
@@ -487,31 +487,6 @@ namespace osu.Game.Rulesets.Scoring
extractScoringValues(scoreInfo.MaximumStatistics, out _, out maximum);
}
- ///
- /// Applies a best-effort extraction of hit statistics into .
- ///
- ///
- /// This method is useful in a variety of situations, with a few drawbacks that need to be considered:
- ///
- /// - The maximum will always be 0.
- /// - The current and maximum will always be the same value.
- ///
- /// Consumers are expected to more accurately fill in the above values through external means.
- ///
- /// Ensure to fill in the maximum for use in
- /// .
- ///
- ///
- /// The replay frame header to extract scoring values from.
- /// The "current" scoring values, representing the hit statistics as they appear.
- /// The "maximum" scoring values, representing the hit statistics as if the maximum hit result was attained each time.
- [Pure]
- internal void ExtractScoringValues(FrameHeader header, out ScoringValues current, out ScoringValues maximum)
- {
- extractScoringValues(header.Statistics, out current, out maximum);
- current.MaxCombo = header.MaxCombo;
- }
-
///
/// Applies a best-effort extraction of hit statistics into .
///