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Change Opacity function to take in absolute map time rather than relative time
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@ -71,8 +71,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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setDistances(clockRate);
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}
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public double Opacity(double ms, bool hidden)
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public double Opacity(double T, bool hidden)
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{
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double ms = (BaseObject.StartTime - T) / clockRate;
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if (ms < 0)
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return 0.0;
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double preemptTime = BaseObject.TimePreempt / clockRate;
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double fadeInTime = BaseObject.TimeFadeIn / clockRate;
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@ -70,7 +70,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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double stackNerf = Math.Min(1.0, (osuPrevious.JumpDistance / scalingFactor) / 25.0);
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// Bonus based on how visible the object is.
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double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.Opacity(cumulativeStrainTime, hidden));
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double opacityBonus = 1.0 + max_opacity_bonus * (1.0 - osuCurrent.Opacity(osuPreviousHitObject.StartTime, hidden));
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result += Math.Pow(0.8, i) * stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
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}
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