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This repository was archived by the owner on Dec 10, 2025. It is now read-only.
This repository was archived by the owner on Dec 10, 2025. It is now read-only.

Some ISkill.CalculateDifficulty() implementations have side effects #5

@Syriiin

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@Syriiin

Some ISkill.CalculateDifficulty() implementations have side effects which would cause a different result to return if called a second time.

eg. Volatility recovery in DimensionalSkill.CalculateEnergyExertion() (which is called from PhysicalSkill.CalculateDifficulty())

// Recover
_snapForceVolatility *= 1 - ForceVolatilityRecovery(_deltaTime);
_actualForceVolatility *= 1 - ForceVolatilityRecovery(_deltaTime);

These lines with side effects should be refactored to be done within ProcessHitObject() instead

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