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Remove difficulty calculator exceptions
I don't think there's any reason difficulty calculators shouldn't be able to calculate for autoplays.
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@ -39,10 +39,6 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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tinyTicksMissed = Score.Statistics.GetOrDefault(HitResult.SmallTickMiss);
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misses = Score.Statistics.GetOrDefault(HitResult.Miss);
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// Don't count scores made with supposedly unranked mods
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if (mods.Any(m => !m.UserPlayable))
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return 0;
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// We are heavily relying on aim in catch the beat
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double value = Math.Pow(5.0 * Math.Max(1.0, Attributes.StarRating / 0.0049) - 4.0, 2.0) / 100000.0;
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@ -44,9 +44,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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countMeh = Score.Statistics.GetOrDefault(HitResult.Meh);
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countMiss = Score.Statistics.GetOrDefault(HitResult.Miss);
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if (mods.Any(m => !m.UserPlayable))
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return 0;
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IEnumerable<Mod> scoreIncreaseMods = Ruleset.GetModsFor(ModType.DifficultyIncrease);
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double scoreMultiplier = 1.0;
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@ -41,10 +41,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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countMeh = Score.Statistics.GetOrDefault(HitResult.Meh);
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countMiss = Score.Statistics.GetOrDefault(HitResult.Miss);
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// Don't count scores made with supposedly unranked mods
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if (mods.Any(m => !m.UserPlayable))
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return 0;
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// Custom multipliers for NoFail and SpunOut.
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double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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@ -36,10 +36,6 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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countMeh = Score.Statistics.GetOrDefault(HitResult.Meh);
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countMiss = Score.Statistics.GetOrDefault(HitResult.Miss);
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// Don't count scores made with supposedly unranked mods
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if (mods.Any(m => !m.UserPlayable))
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return 0;
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// Custom multipliers for NoFail and SpunOut.
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double multiplier = 1.1; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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