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Change initialisation of osuSlider
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@ -120,12 +120,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime) / Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime), 2);
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velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime) / Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime), 2);
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}
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}
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if (osuLastObj.BaseObject is Slider)
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if (osuLastObj.BaseObject is Slider osuSlider)
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{
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{
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// Reward sliders based on velocity.
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// Reward sliders based on velocity.
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sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
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sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime;
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Slider osuSlider = (Slider)(osuLastObj.BaseObject);
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sliderBonus *= (float)Math.Pow(1 + osuSlider.RepeatCount / 2.5, 1.0 / 2.5); // Bonus for repeat sliders until a better per nested object strain system can be achieved.
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sliderBonus *= (float)Math.Pow(1 + osuSlider.RepeatCount / 2.5, 1.0 / 2.5); // Bonus for repeat sliders until a better per nested object strain system can be achieved.
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}
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}
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@ -80,10 +80,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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double sliderBonus = 0.0;
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double sliderBonus = 0.0;
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if (osuCurrent.BaseObject is Slider)
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if (osuCurrent.BaseObject is Slider osuSlider)
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{
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{
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Slider osuSlider = (Slider)(osuCurrent.BaseObject);
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// Invert the scaling factor to determine the true travel distance independent of circle size.
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// Invert the scaling factor to determine the true travel distance independent of circle size.
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double pixelTravelDistance = osuCurrent.TravelDistance / scalingFactor;
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double pixelTravelDistance = osuCurrent.TravelDistance / scalingFactor;
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