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Fix typo and whitespace.
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@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty
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protected override double CalculateInternal(Dictionary<string, string> categoryDifficulty)
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protected override double CalculateInternal(Dictionary<string, string> categoryDifficulty)
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{
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{
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OsuDifficulyBeatmap beatmap = new OsuDifficulyBeatmap(Objects);
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OsuDifficultyBeatmap beatmap = new OsuDifficultyBeatmap(Objects);
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Skill[] skills = new Skill[2]
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Skill[] skills = new Skill[2]
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{
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{
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new Aim(),
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new Aim(),
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@ -7,12 +7,12 @@ using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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namespace osu.Game.Rulesets.Osu.OsuDifficulty.Preprocessing
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{
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{
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public class OsuDifficulyBeatmap : IEnumerable<OsuDifficultyHitObject>
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public class OsuDifficultyBeatmap : IEnumerable<OsuDifficultyHitObject>
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{
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{
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IEnumerator<OsuDifficultyHitObject> difficultyObjects;
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IEnumerator<OsuDifficultyHitObject> difficultyObjects;
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private Queue<OsuDifficultyHitObject> onScreen = new Queue<OsuDifficultyHitObject>();
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private Queue<OsuDifficultyHitObject> onScreen = new Queue<OsuDifficultyHitObject>();
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public OsuDifficulyBeatmap(List<OsuHitObject> objects)
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public OsuDifficultyBeatmap(List<OsuHitObject> objects)
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{
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{
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// Sort HitObjects by StartTime - they are not correctly ordered in some cases.
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// Sort HitObjects by StartTime - they are not correctly ordered in some cases.
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// This should probably happen before the objects reach the difficulty calculator.
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// This should probably happen before the objects reach the difficulty calculator.
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@ -12,4 +12,4 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Skills
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protected override double strainValue() => Math.Pow(current.Distance, 0.99) / current.MS;
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protected override double strainValue() => Math.Pow(current.Distance, 0.99) / current.MS;
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}
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}
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}
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}
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@ -33,7 +33,7 @@ namespace osu.Game.Rulesets.Osu.OsuDifficulty.Skills
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currentStrain += strainValue() * skillMultiplier;
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currentStrain += strainValue() * skillMultiplier;
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currentSectionPeak = Math.Max(currentStrain, currentSectionPeak);
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currentSectionPeak = Math.Max(currentStrain, currentSectionPeak);
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previous.Push(current);
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previous.Push(current);
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}
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}
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