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Add beatmap argument + fix crashes
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@ -19,8 +19,6 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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{
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private const double star_scaling_factor = 0.018;
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private const double star_scaling_factor = 0.018;
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private int columnCount;
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private readonly bool isForCurrentRuleset;
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private readonly bool isForCurrentRuleset;
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public ManiaDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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public ManiaDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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@ -77,14 +75,15 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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columnCount = ((ManiaBeatmap)beatmap).TotalColumns;
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for (int i = 1; i < beatmap.HitObjects.Count; i++)
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for (int i = 1; i < beatmap.HitObjects.Count; i++)
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yield return new ManiaDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], clockRate);
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yield return new ManiaDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], clockRate);
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}
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}
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protected override Skill[] CreateSkills()
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protected override Skill[] CreateSkills(IBeatmap beatmap)
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int columnCount = ((ManiaBeatmap)beatmap).TotalColumns;
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var skills = new List<Skill> { new Overall(columnCount) };
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var skills = new List<Skill> { new Overall(columnCount) };
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for (int i = 0; i < columnCount; i++)
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for (int i = 0; i < columnCount; i++)
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