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Remove unnecessary clockRate in Opacity function
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@ -56,14 +56,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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private readonly OsuHitObject lastLastObject;
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private readonly OsuHitObject lastObject;
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private readonly double clockRate;
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public OsuDifficultyHitObject(HitObject hitObject, HitObject lastLastObject, HitObject lastObject, double clockRate)
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: base(hitObject, lastObject, clockRate)
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{
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this.lastLastObject = (OsuHitObject)lastLastObject;
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this.lastObject = (OsuHitObject)lastObject;
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this.clockRate = clockRate;
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// Capped to 25ms to prevent difficulty calculation breaking from simultaneous objects.
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StrainTime = Math.Max(DeltaTime, min_delta_time);
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@ -73,12 +71,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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public double Opacity(double mapTime, bool hidden)
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{
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double ms = (BaseObject.StartTime - mapTime) / clockRate;
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double ms = BaseObject.StartTime - mapTime;
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if (ms < 0)
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return 0.0;
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double preemptTime = BaseObject.TimePreempt / clockRate;
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double fadeInTime = BaseObject.TimeFadeIn / clockRate;
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double preemptTime = BaseObject.TimePreempt;
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double fadeInTime = BaseObject.TimeFadeIn;
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if (hidden)
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return Math.Clamp(Math.Min((1.0 - ms / preemptTime) * 2.5, (ms / preemptTime - 0.3) * (1.0 / 0.3)), 0.0, 1.0);
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