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Cleanup of code
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commit
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@ -192,7 +192,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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{
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double flashlightValue = 0.0;
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double flashlightValue = 0.0;
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if (mods.Any(h => h is OsuModFlashlight)) {
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if (mods.Any(h => h is OsuModFlashlight))
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{
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flashlightValue = Math.Pow(Attributes.FlashlightStrain, 2.0) * 25.0;
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flashlightValue = Math.Pow(Attributes.FlashlightStrain, 2.0) * 25.0;
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// Add an additional bonus for HDFL.
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// Add an additional bonus for HDFL.
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@ -40,19 +40,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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{
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double cumulativeStrainTime = 0.0;
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double cumulativeStrainTime = 0.0;
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for (int i = 0; i < Previous.Count; i++) {
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for (int i = 0; i < Previous.Count; i++)
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{
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var osuPrevious = (OsuDifficultyHitObject)Previous[i];
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var osuPrevious = (OsuDifficultyHitObject)Previous[i];
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var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject);
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var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject);
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if (!(osuPrevious.BaseObject is Spinner)) {
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if (!(osuPrevious.BaseObject is Spinner))
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{
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double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length;
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double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length;
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cumulativeStrainTime += osuPrevious.StrainTime;
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cumulativeStrainTime += osuPrevious.StrainTime;
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// We want to nerf objects that can be easily seen within the Flashlight circle radius.
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// We want to nerf objects that can be easily seen within the Flashlight circle radius.
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if (i == 0 && jumpDistance < 50.0) {
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if (i == 0 && jumpDistance < 50.0)
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smallDistNerf = jumpDistance / 50.0;
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smallDistNerf = jumpDistance / 50.0;
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}
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result += Math.Pow(0.8, i) * scalingFactor * jumpDistance / cumulativeStrainTime;
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result += Math.Pow(0.8, i) * scalingFactor * jumpDistance / cumulativeStrainTime;
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}
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}
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