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Update OsuDifficultyHitObject.cs
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@ -160,7 +160,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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instantOverlapness = Math.Min(1, instantOverlapness * angleFactor); // wide angles are more predictable
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currentOverlapness *= (1 - instantOverlapness) * 2; // wide angles will have close-to-zero buff
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currentOverlapness *= loopObj.OpacityAt(BaseObject.StartTime, false);
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currentOverlapness *= OpacityAt(loopObj.BaseObject.StartTime, false);
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if (currentOverlapness > 0)
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{
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