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Slightly refactor difficulty and pp calculators
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@ -9,14 +9,14 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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public class TaikoDifficultyAttributes : DifficultyAttributes
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{
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[JsonProperty("stamina_strain")]
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public double StaminaStrain { get; set; }
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[JsonProperty("stamina_difficulty")]
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public double StaminaDifficulty { get; set; }
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[JsonProperty("rhythm_strain")]
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public double RhythmStrain { get; set; }
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[JsonProperty("rhythm_difficulty")]
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public double RhythmDifficulty { get; set; }
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[JsonProperty("colour_strain")]
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public double ColourStrain { get; set; }
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[JsonProperty("colour_difficulty")]
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public double ColourDifficulty { get; set; }
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[JsonProperty("approach_rate")]
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public double ApproachRate { get; set; }
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@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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yield return v;
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yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
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yield return (ATTRIB_ID_STRAIN, StarRating);
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yield return (ATTRIB_ID_DIFFICULTY, StarRating);
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yield return (ATTRIB_ID_GREAT_HIT_WINDOW, GreatHitWindow);
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}
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@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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base.FromDatabaseAttributes(values);
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MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
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StarRating = values[ATTRIB_ID_STRAIN];
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StarRating = values[ATTRIB_ID_DIFFICULTY];
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GreatHitWindow = values[ATTRIB_ID_GREAT_HIT_WINDOW];
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}
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}
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