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Remove redundant casts
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@ -97,7 +97,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (effectiveMissCount > 0)
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), effectiveMissCount);
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aimValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), effectiveMissCount);
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aimValue *= getComboScalingFactor();
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@ -144,7 +144,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (effectiveMissCount > 0)
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speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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speedValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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speedValue *= getComboScalingFactor();
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@ -228,7 +228,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
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if (effectiveMissCount > 0)
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
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flashlightValue *= getComboScalingFactor();
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