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only compute flashlight in osu! difficulty calculations when required
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@ -40,7 +40,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double aimRatingNoSliders = Math.Sqrt(skills[1].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
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double speedRating = Math.Sqrt(skills[2].DifficultyValue()) * difficulty_multiplier;
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double speedNotes = ((Speed)skills[2]).RelevantNoteCount();
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double speedNotes = ((Speed)skills[2]).RelevantNoteCount();
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double flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
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double flashlightRating = 0.0;
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if (mods.Any(h => h is OsuModFlashlight))
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flashlightRating = Math.Sqrt(skills[3].DifficultyValue()) * difficulty_multiplier;
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double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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double sliderFactor = aimRating > 0 ? aimRatingNoSliders / aimRating : 1;
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@ -126,13 +130,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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{
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return new Skill[]
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var skills = new List<Skill>
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{
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{
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new Aim(mods, true),
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new Aim(mods, true),
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new Aim(mods, false),
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new Aim(mods, false),
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new Speed(mods),
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new Speed(mods)
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new Flashlight(mods)
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};
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};
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if (mods.Any(h => h is OsuModFlashlight))
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skills.Add(new Flashlight(mods));
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return skills.ToArray();
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}
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}
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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protected override Mod[] DifficultyAdjustmentMods => new Mod[]
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