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Make hp work + cleanup
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@ -3,7 +3,6 @@
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mania.Judgements;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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@ -28,36 +27,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
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/// </summary>
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private const double hp_multiplier_max = 1;
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/// <summary>
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/// The default BAD hit HP increase.
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/// </summary>
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private const double hp_increase_bad = 0.005;
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/// <summary>
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/// The default OK hit HP increase.
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/// </summary>
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private const double hp_increase_ok = 0.010;
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/// <summary>
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/// The default GOOD hit HP increase.
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/// </summary>
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private const double hp_increase_good = 0.035;
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/// <summary>
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/// The default tick hit HP increase.
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/// </summary>
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private const double hp_increase_tick = 0.040;
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/// <summary>
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/// The default GREAT hit HP increase.
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/// </summary>
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private const double hp_increase_great = 0.055;
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/// <summary>
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/// The default PERFECT hit HP increase.
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/// </summary>
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private const double hp_increase_perfect = 0.065;
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/// <summary>
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/// The MISS HP multiplier at OD = 0.
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/// </summary>
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@ -73,11 +42,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
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/// </summary>
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private const double hp_multiplier_miss_max = 1;
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/// <summary>
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/// The default MISS HP increase.
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/// </summary>
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private const double hp_increase_miss = -0.125;
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/// <summary>
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/// The MISS HP multiplier. This is multiplied to the miss hp increase.
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/// </summary>
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@ -88,10 +52,6 @@ namespace osu.Game.Rulesets.Mania.Scoring
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/// </summary>
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private double hpMultiplier = 1;
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public ManiaScoreProcessor()
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{
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}
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public ManiaScoreProcessor(DrawableRuleset<ManiaHitObject> drawableRuleset)
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: base(drawableRuleset)
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{
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@ -122,8 +82,8 @@ namespace osu.Game.Rulesets.Mania.Scoring
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}
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}
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protected override double HpFactorFor(Judgement judgement, HitResult result)
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=> result == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
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protected override double HpFactorFor(JudgementResult result)
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=> result.Type == HitResult.Miss ? hpMissMultiplier : hpMultiplier;
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public override HitWindows CreateHitWindows() => new ManiaHitWindows();
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}
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