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Remove redundant check
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@ -34,33 +34,29 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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double scalingFactor = 52.0 / osuHitObject.Radius;
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double scalingFactor = 52.0 / osuHitObject.Radius;
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double smallDistNerf = 1.0;
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double smallDistNerf = 1.0;
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double cumulativeStrainTime = 0.0;
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double result = 0.0;
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double result = 0.0;
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if (Previous.Count > 0)
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for (int i = 0; i < Previous.Count; i++)
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{
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{
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double cumulativeStrainTime = 0.0;
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var osuPrevious = (OsuDifficultyHitObject)Previous[i];
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var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject);
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for (int i = 0; i < Previous.Count; i++)
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if (!(osuPrevious.BaseObject is Spinner))
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{
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{
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var osuPrevious = (OsuDifficultyHitObject)Previous[i];
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double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length;
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var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject);
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if (!(osuPrevious.BaseObject is Spinner))
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cumulativeStrainTime += osuPrevious.StrainTime;
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{
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double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length;
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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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if (i == 0)
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smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
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// We want to nerf objects that can be easily seen within the Flashlight circle radius.
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// We also want to nerf stacks so that only the first object of the stack is accounted for.
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if (i == 0)
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double stackNerf = Math.Min(1.0, (osuPrevious.JumpDistance / scalingFactor) / 25.0);
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smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);
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// We also want to nerf stacks so that only the first object of the stack is accounted for.
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result += Math.Pow(0.8, i) * stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime;
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double stackNerf = Math.Min(1.0, (osuPrevious.JumpDistance / scalingFactor) / 25.0);
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result += Math.Pow(0.8, i) * stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime;
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}
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}
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}
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}
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}
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