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Remove redundant code.
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@ -66,10 +66,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)Previous[i];
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OsuDifficultyHitObject prevObj = (OsuDifficultyHitObject)Previous[i];
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OsuDifficultyHitObject lastObj = (OsuDifficultyHitObject)Previous[i + 1];
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OsuDifficultyHitObject lastObj = (OsuDifficultyHitObject)Previous[i + 1];
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double currHistoricalDecay = Math.Max(0, (history_time_max - (current.StartTime - currObj.StartTime))) / history_time_max; // scales note 0 to 1 from history to now
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double currHistoricalDecay = (history_time_max - (current.StartTime - currObj.StartTime)) / history_time_max; // scales note 0 to 1 from history to now
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if (currHistoricalDecay != 0)
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{
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currHistoricalDecay = Math.Min((double)(Previous.Count - i) / Previous.Count, currHistoricalDecay); // either we're limited by time or limited by object count.
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currHistoricalDecay = Math.Min((double)(Previous.Count - i) / Previous.Count, currHistoricalDecay); // either we're limited by time or limited by object count.
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double currDelta = currObj.StrainTime;
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double currDelta = currObj.StrainTime;
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@ -127,7 +125,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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islandSize = 1;
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islandSize = 1;
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}
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}
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}
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}
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}
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return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
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return Math.Sqrt(4 + rhythmComplexitySum * rhythm_multiplier) / 2; //produces multiplier that can be applied to strain. range [1, infinity) (not really though)
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}
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}
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