Remove unnecessary clockRate in Opacity function

This commit is contained in:
MBmasher
2021-11-30 14:36:38 +11:00
parent 5884b058b9
commit 9824d805ea

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