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Use ScoreInfo overload in more places
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@ -273,8 +273,7 @@ namespace osu.Game.Rulesets.Scoring
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if (!ruleset.RulesetInfo.Equals(scoreInfo.Ruleset))
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throw new ArgumentException($"Unexpected score ruleset. Expected \"{ruleset.RulesetInfo.ShortName}\" but was \"{scoreInfo.Ruleset.ShortName}\".");
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extractScoringValues(scoreInfo.Statistics, out var current, out var maximum);
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current.MaxCombo = scoreInfo.MaxCombo;
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ExtractScoringValues(scoreInfo, out var current, out var maximum);
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return ComputeScore(mode, current, maximum);
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}
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@ -297,8 +296,7 @@ namespace osu.Game.Rulesets.Scoring
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if (!beatmapApplied)
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throw new InvalidOperationException($"Cannot compute partial score without calling {nameof(ApplyBeatmap)}.");
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extractScoringValues(scoreInfo.Statistics, out var current, out _);
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current.MaxCombo = scoreInfo.MaxCombo;
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ExtractScoringValues(scoreInfo, out var current, out _);
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return ComputeScore(mode, current, MaximumScoringValues);
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}
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@ -323,7 +321,7 @@ namespace osu.Game.Rulesets.Scoring
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double accuracyRatio = scoreInfo.Accuracy;
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double comboRatio = maxAchievableCombo > 0 ? (double)scoreInfo.MaxCombo / maxAchievableCombo : 1;
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extractScoringValues(scoreInfo.Statistics, out var current, out var maximum);
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ExtractScoringValues(scoreInfo, out var current, out var maximum);
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// For legacy osu!mania scores, a full-GREAT score has 100% accuracy. If combined with a full-combo, the score becomes indistinguishable from a full-PERFECT score.
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// To get around this, the accuracy ratio is always recalculated based on the hit statistics rather than trusting the score.
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