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I don't like this renaming.
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@ -10,7 +10,7 @@ namespace osu.Game.Modes.Catch.Beatmaps
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{
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internal class CatchBeatmapConverter : IBeatmapConverter<CatchBaseHit>
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{
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public Beatmap<CatchBaseHit> ConvertBeatmap(Beatmap original)
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public Beatmap<CatchBaseHit> Convert(Beatmap original)
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{
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return new Beatmap<CatchBaseHit>(original)
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{
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@ -10,7 +10,7 @@ namespace osu.Game.Modes.Mania.Beatmaps
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{
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internal class ManiaBeatmapConverter : IBeatmapConverter<ManiaBaseHit>
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{
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public Beatmap<ManiaBaseHit> ConvertBeatmap(Beatmap original)
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public Beatmap<ManiaBaseHit> Convert(Beatmap original)
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{
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return new Beatmap<ManiaBaseHit>(original)
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{
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@ -15,7 +15,7 @@ namespace osu.Game.Modes.Osu.Beatmaps
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{
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internal class OsuBeatmapConverter : IBeatmapConverter<OsuHitObject>
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{
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public Beatmap<OsuHitObject> ConvertBeatmap(Beatmap original)
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public Beatmap<OsuHitObject> Convert(Beatmap original)
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{
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return new Beatmap<OsuHitObject>(original)
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{
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@ -9,7 +9,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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{
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internal class TaikoBeatmapConverter : IBeatmapConverter<TaikoBaseHit>
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{
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public Beatmap<TaikoBaseHit> ConvertBeatmap(Beatmap original)
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public Beatmap<TaikoBaseHit> Convert(Beatmap original)
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{
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return new Beatmap<TaikoBaseHit>(original)
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{
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@ -33,7 +33,7 @@ namespace osu.Game.Beatmaps
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protected DifficultyCalculator(Beatmap beatmap)
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{
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Objects = CreateBeatmapConverter().ConvertBeatmap(beatmap).HitObjects;
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Objects = CreateBeatmapConverter().Convert(beatmap).HitObjects;
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PreprocessHitObjects();
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}
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@ -16,6 +16,6 @@ namespace osu.Game.Beatmaps
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/// </summary>
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/// <param name="original">The original Beatmap.</param>
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/// <returns>The converted Beatmap.</returns>
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Beatmap<T> ConvertBeatmap(Beatmap original);
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Beatmap<T> Convert(Beatmap original);
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}
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}
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@ -57,7 +57,7 @@ namespace osu.Game.Modes.UI
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protected HitRenderer(Beatmap beatmap)
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{
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Beatmap = CreateBeatmapConverter().ConvertBeatmap(beatmap);
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Beatmap = CreateBeatmapConverter().Convert(beatmap);
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RelativeSizeAxes = Axes.Both;
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