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Move opacity function to OsuDifficultyHitObject
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@ -56,12 +56,14 @@ 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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@ -69,6 +71,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
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setDistances(clockRate);
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}
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public double opacity(double ms, bool hidden)
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{
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double preemptTime = BaseObject.TimePreempt / clockRate;
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if (hidden)
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return Math.Clamp(Math.Min((1 - ms / preemptTime) * 2.5, (ms / preemptTime) * (1.0 / 0.3)), 0.0, 1.0);
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else
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return Math.Clamp((1.0 - ms / preemptTime) * 1.5, 0.0, 1.0);
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}
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private void setDistances(double clockRate)
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{
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// We don't need to calculate either angle or distance when one of the last->curr objects is a spinner
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