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Clamp comboBasedMissCount
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@ -265,6 +265,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
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}
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// we're clamping misscount because since its derived from combo it can be higher than total hits and that breaks some calculations
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comboBasedMissCount = Math.Min(comboBasedMissCount, totalHits);
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return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount));
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}
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