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add mods into difficulty hitobjects
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@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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return attributes;
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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CatchHitObject? lastObject = null;
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@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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return 1;
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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var sortedObjects = beatmap.HitObjects.ToArray();
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@ -117,7 +117,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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return attributes;
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}
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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List<DifficultyHitObject> objects = new List<DifficultyHitObject>();
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@ -126,7 +126,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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for (int i = 1; i < beatmap.HitObjects.Count; i++)
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{
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var lastLast = i > 1 ? beatmap.HitObjects[i - 2] : null;
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objects.Add(new OsuDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], lastLast, clockRate, objects, objects.Count));
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objects.Add(new OsuDifficultyHitObject(beatmap.HitObjects[i], beatmap.HitObjects[i - 1], lastLast, clockRate, objects, objects.Count, mods));
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}
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return objects;
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@ -50,7 +50,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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new TaikoModHardRock(),
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};
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate)
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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List<DifficultyHitObject> difficultyHitObjects = new List<DifficultyHitObject>();
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List<TaikoDifficultyHitObject> centreObjects = new List<TaikoDifficultyHitObject>();
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@ -159,7 +159,7 @@ namespace osu.Game.Rulesets.Difficulty
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/// <summary>
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/// Retrieves the <see cref="DifficultyHitObject"/>s to calculate against.
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/// </summary>
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private IEnumerable<DifficultyHitObject> getDifficultyHitObjects() => SortObjects(CreateDifficultyHitObjects(Beatmap, clockRate));
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private IEnumerable<DifficultyHitObject> getDifficultyHitObjects() => SortObjects(CreateDifficultyHitObjects(Beatmap, playableMods, clockRate));
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/// <summary>
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/// Performs required tasks before every calculation.
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@ -276,9 +276,10 @@ namespace osu.Game.Rulesets.Difficulty
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/// Enumerates <see cref="DifficultyHitObject"/>s to be processed from <see cref="HitObject"/>s in the <see cref="IBeatmap"/>.
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> providing the <see cref="HitObject"/>s to enumerate.</param>
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/// <param name="mods"></param>
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/// <param name="clockRate">The rate at which the gameplay clock is run at.</param>
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/// <returns>The enumerated <see cref="DifficultyHitObject"/>s.</returns>
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protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate);
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protected abstract IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, Mod[] mods, double clockRate);
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/// <summary>
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/// Creates the <see cref="Skill"/>s to calculate the difficulty of an <see cref="IBeatmap"/>.
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