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Fix mods not being populated
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@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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protected override DifficultyAttributes CreateDifficultyAttributes(IBeatmap beatmap, Mod[] mods, Skill[] skills, double clockRate)
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{
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{
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if (beatmap.HitObjects.Count == 0)
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if (beatmap.HitObjects.Count == 0)
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return new CatchDifficultyAttributes();
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return new CatchDifficultyAttributes { Mods = mods };
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// this is the same as osu!, so there's potential to share the implementation... maybe
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// this is the same as osu!, so there's potential to share the implementation... maybe
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double preempt = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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double preempt = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / clockRate;
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@ -42,6 +42,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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return new CatchDifficultyAttributes
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return new CatchDifficultyAttributes
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{
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{
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StarRating = Math.Sqrt(skills[0].DifficultyValue()) * star_scaling_factor,
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StarRating = Math.Sqrt(skills[0].DifficultyValue()) * star_scaling_factor,
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Mods = mods,
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ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
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ApproachRate = preempt > 1200.0 ? -(preempt - 1800.0) / 120.0 : -(preempt - 1200.0) / 150.0 + 5.0,
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MaxCombo = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType<JuiceStream>().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet))
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MaxCombo = beatmap.HitObjects.Count(h => h is Fruit) + beatmap.HitObjects.OfType<JuiceStream>().SelectMany(j => j.NestedHitObjects).Count(h => !(h is TinyDroplet))
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};
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};
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