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Refactor to encapsulate strain logic into Skill class
As strains are an implementation detail of the current Skill calculations, it makes sense that strain related logic should be encapsulated within the Skill class.
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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Difficulty.Preprocessing
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public readonly HitObject LastObject;
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/// <summary>
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/// Amount of time elapsed between <see cref="BaseObject"/> and <see cref="LastObject"/>.
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/// Amount of time elapsed between <see cref="BaseObject"/> and <see cref="LastObject"/>, adjusted by clockrate.
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/// </summary>
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public readonly double DeltaTime;
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