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Multiply opacityBonus
to base strain
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@ -74,7 +74,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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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(currentHitObject.StartTime, hidden));
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result += stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime;
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result += stackNerf * opacityBonus * scalingFactor * jumpDistance / cumulativeStrainTime;
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}
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lastObj = currentObj;
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