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Fix taiko nullrefing
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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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double addition = 1;
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double addition = 1;
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// We get an extra addition if we are not a slider or spinner
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// We get an extra addition if we are not a slider or spinner
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if (Previous[0].BaseObject is Hit && current.BaseObject is Hit && current.BaseObject.StartTime - Previous[0].BaseObject.StartTime < 1000)
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if (current.LastObject is Hit && current.BaseObject is Hit && current.DeltaTime < 1000)
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{
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{
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if (hasRhythmChange(current))
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if (hasRhythmChange(current))
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addition += 1;
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addition += 1;
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@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills
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private bool hasRhythmChange(DifficultyHitObject current)
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private bool hasRhythmChange(DifficultyHitObject current)
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{
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{
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// We don't want a division by zero if some random mapper decides to put two HitObjects at the same time.
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// We don't want a division by zero if some random mapper decides to put two HitObjects at the same time.
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if (current.DeltaTime == 0 || Previous[0].DeltaTime == 0)
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if (current.DeltaTime == 0 || Previous.Count == 0 || Previous[0].DeltaTime == 0)
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return false;
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return false;
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double timeElapsedRatio = Math.Max(Previous[0].DeltaTime / current.DeltaTime, current.DeltaTime / Previous[0].DeltaTime);
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double timeElapsedRatio = Math.Max(Previous[0].DeltaTime / current.DeltaTime, current.DeltaTime / Previous[0].DeltaTime);
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