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Rename Accented to Strong.
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@ -128,7 +128,7 @@ namespace osu.Game.Modes.Taiko.Scoring
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hpIncreaseGood = hpMultiplierNormal * hp_hit_good;
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hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max);
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var accentedHits = beatmap.HitObjects.FindAll(o => o is Hit && o.Accented);
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var accentedHits = beatmap.HitObjects.FindAll(o => o is Hit && o.IsStrong);
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// This is a linear function that awards:
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// 10 times bonus points for hitting an accented hit object with both keys with 30 accented hit objects in the map
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@ -143,7 +143,7 @@ namespace osu.Game.Modes.Taiko.Scoring
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{
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Result = HitResult.Hit,
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TaikoResult = TaikoHitResult.Great,
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SecondHit = obj.Accented
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SecondHit = obj.IsStrong
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});
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}
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else if (obj is DrumRoll)
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@ -154,7 +154,7 @@ namespace osu.Game.Modes.Taiko.Scoring
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{
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Result = HitResult.Hit,
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TaikoResult = TaikoHitResult.Great,
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SecondHit = obj.Accented
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SecondHit = obj.IsStrong
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});
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}
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@ -162,7 +162,7 @@ namespace osu.Game.Modes.Taiko.Scoring
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{
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Result = HitResult.Hit,
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TaikoResult = TaikoHitResult.Great,
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SecondHit = obj.Accented
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SecondHit = obj.IsStrong
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});
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}
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else if (obj is Swell)
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