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.NET Standard 2.1 implements Math.Clamp , use it instead of MathHelper.Clamp from osuTK.
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@ -10,7 +10,6 @@ using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Scoring.Legacy;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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@ -96,7 +95,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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return value;
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}
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private float accuracy() => totalHits() == 0 ? 0 : MathHelper.Clamp((float)totalSuccessfulHits() / totalHits(), 0f, 1f);
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private float accuracy() => totalHits() == 0 ? 0 : Math.Clamp((float)totalSuccessfulHits() / totalHits(), 0f, 1f);
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private int totalHits() => tinyTicksHit + ticksHit + fruitsHit + misses + tinyTicksMissed;
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private int totalSuccessfulHits() => tinyTicksHit + ticksHit + fruitsHit;
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private int totalComboHits() => misses + ticksHit + fruitsHit;
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@ -6,7 +6,6 @@ using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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{
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@ -31,7 +30,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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if (lastPlayerPosition == null)
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lastPlayerPosition = catchCurrent.LastNormalizedPosition;
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float playerPosition = MathHelper.Clamp(
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float playerPosition = Math.Clamp(
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lastPlayerPosition.Value,
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catchCurrent.NormalizedPosition - (normalized_hitobject_radius - absolute_player_positioning_error),
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catchCurrent.NormalizedPosition + (normalized_hitobject_radius - absolute_player_positioning_error)
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