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Make sure that 0 SR is returned when there are no hitobjects
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@ -39,6 +39,9 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
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{
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{
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if (!beatmap.HitObjects.Any())
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return new ManiaDifficultyAttributes(mods, 0);
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var difficultyHitObjects = new List<ManiaHitObjectDifficulty>();
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var difficultyHitObjects = new List<ManiaHitObjectDifficulty>();
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int columnCount = ((ManiaBeatmap)beatmap).TotalColumns;
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int columnCount = ((ManiaBeatmap)beatmap).TotalColumns;
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@ -25,6 +25,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
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{
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{
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if (!beatmap.HitObjects.Any())
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return new OsuDifficultyAttributes(mods, 0);
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OsuDifficultyBeatmap difficultyBeatmap = new OsuDifficultyBeatmap(beatmap.HitObjects.Cast<OsuHitObject>().ToList(), timeRate);
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OsuDifficultyBeatmap difficultyBeatmap = new OsuDifficultyBeatmap(beatmap.HitObjects.Cast<OsuHitObject>().ToList(), timeRate);
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Skill[] skills =
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Skill[] skills =
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{
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{
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@ -35,6 +35,9 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
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{
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{
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if (!beatmap.HitObjects.Any())
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return new TaikoDifficultyAttributes(mods, 0);
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var difficultyHitObjects = new List<TaikoHitObjectDifficulty>();
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var difficultyHitObjects = new List<TaikoHitObjectDifficulty>();
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foreach (var hitObject in beatmap.HitObjects)
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foreach (var hitObject in beatmap.HitObjects)
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