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Remove unused overload
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@ -487,31 +487,6 @@ namespace osu.Game.Rulesets.Scoring
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extractScoringValues(scoreInfo.MaximumStatistics, out _, out maximum);
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}
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/// <summary>
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/// Applies a best-effort extraction of hit statistics into <see cref="ScoringValues"/>.
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/// </summary>
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/// <remarks>
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/// This method is useful in a variety of situations, with a few drawbacks that need to be considered:
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/// <list type="bullet">
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/// <item>The maximum <see cref="ScoringValues.BonusScore"/> will always be 0.</item>
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/// <item>The current and maximum <see cref="ScoringValues.CountBasicHitObjects"/> will always be the same value.</item>
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/// </list>
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/// Consumers are expected to more accurately fill in the above values through external means.
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/// <para>
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/// <b>Ensure</b> to fill in the maximum <see cref="ScoringValues.CountBasicHitObjects"/> for use in
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/// <see cref="ComputeScore(osu.Game.Rulesets.Scoring.ScoringMode,osu.Game.Scoring.ScoringValues,osu.Game.Scoring.ScoringValues)"/>.
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/// </para>
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/// </remarks>
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/// <param name="header">The replay frame header to extract scoring values from.</param>
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/// <param name="current">The "current" scoring values, representing the hit statistics as they appear.</param>
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/// <param name="maximum">The "maximum" scoring values, representing the hit statistics as if the maximum hit result was attained each time.</param>
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[Pure]
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internal void ExtractScoringValues(FrameHeader header, out ScoringValues current, out ScoringValues maximum)
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{
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extractScoringValues(header.Statistics, out current, out maximum);
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current.MaxCombo = header.MaxCombo;
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}
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/// <summary>
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/// Applies a best-effort extraction of hit statistics into <see cref="ScoringValues"/>.
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/// </summary>
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