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Use const whenever possible.
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@ -89,13 +89,13 @@ namespace osu.Game.Graphics.Backgrounds
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protected virtual Triangle CreateTriangle()
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{
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float stdDev = 0.16f;
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float mean = 0.5f;
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const float std_dev = 0.16f;
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const float mean = 0.5f;
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float u1 = 1 - RNG.NextSingle(); //uniform(0,1] random floats
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float u2 = 1 - RNG.NextSingle();
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float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); //random normal(0,1)
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var scale = Math.Max(triangleScale * (mean + stdDev * randStdNormal), 0.1f); //random normal(mean,stdDev^2)
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var scale = Math.Max(triangleScale * (mean + std_dev * randStdNormal), 0.1f); //random normal(mean,stdDev^2)
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const float size = 100;
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@ -88,10 +88,10 @@ namespace osu.Game.Graphics.Cursor
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Invalidate(Invalidation.DrawNode, shallPropagate: false);
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int fadeClockResetThreshold = 1000000;
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const int fade_clock_reset_threshold = 1000000;
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time = (float)(Time.Current - timeOffset) / 500f;
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if (time > fadeClockResetThreshold)
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if (time > fade_clock_reset_threshold)
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resetTime();
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}
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@ -171,7 +171,7 @@ namespace osu.Game.Graphics.UserInterface
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IconLayer.FadeColour(HoverColour, transform_time, EasingTypes.OutElastic);
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double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
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const double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
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double startTime = Time.Current + offset;
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// basic pulse
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@ -200,7 +200,7 @@ namespace osu.Game.Graphics.UserInterface
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int duration = 0; //(int)(Game.Audio.BeatLength);
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if (duration == 0) duration = pulse_length * 2;
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double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
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const double offset = 0; //(1 - Game.Audio.SyncBeatProgress) * duration;
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double startTime = Time.Current + offset;
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// slow pulse
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