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Merge remote-tracking branch 'master/master' into evaluators
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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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/// </summary>
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public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliders)
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{
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if (current.BaseObject is Spinner || current.Position <= 1 || current.Previous(0).BaseObject is Spinner)
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if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner)
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return 0;
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var osuCurrObj = (OsuDifficultyHitObject)current;
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@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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OsuDifficultyHitObject lastObj = osuCurrent;
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// This is iterating backwards in time from the current object.
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for (int i = 0; i < Math.Min(current.Position, 10); i++)
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for (int i = 0; i < Math.Min(current.Index, 10); i++)
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{
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var currentObj = (OsuDifficultyHitObject)current.Previous(i);
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var currentHitObject = (OsuHitObject)(currentObj.BaseObject);
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@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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bool firstDeltaSwitch = false;
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int historicalNoteCount = Math.Min(current.Position, 32);
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int historicalNoteCount = Math.Min(current.Index, 32);
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int rhythmStart = 0;
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@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators
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// derive strainTime for calculation
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var osuCurrObj = (OsuDifficultyHitObject)current;
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var osuPrevObj = current.Position > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null;
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var osuPrevObj = current.Index > 0 ? (OsuDifficultyHitObject)current.Previous(0) : null;
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double strainTime = osuCurrObj.StrainTime;
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double greatWindowFull = greatWindow * 2;
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