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Use consts for attribute IDs
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@ -43,31 +43,31 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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foreach (var v in base.ToDatabaseAttributes())
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yield return v;
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yield return (1, AimStrain);
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yield return (3, SpeedStrain);
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yield return (5, OverallDifficulty);
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yield return (7, ApproachRate);
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yield return (9, MaxCombo);
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yield return (11, StarRating);
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yield return (ATTRIB_ID_AIM, AimStrain);
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yield return (ATTRIB_ID_SPEED, SpeedStrain);
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yield return (ATTRIB_ID_OVERALL_DIFFICULTY, OverallDifficulty);
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yield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);
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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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if (ShouldSerializeFlashlightRating())
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yield return (17, FlashlightRating);
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yield return (ATTRIB_ID_FLASHLIGHT, FlashlightRating);
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yield return (19, SliderFactor);
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yield return (ATTRIB_ID_SLIDER_FACTOR, SliderFactor);
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}
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public override void FromDatabaseAttributes(IReadOnlyDictionary<int, double> values)
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{
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base.FromDatabaseAttributes(values);
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AimStrain = values[1];
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SpeedStrain = values[3];
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OverallDifficulty = values[5];
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ApproachRate = values[7];
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MaxCombo = (int)values[9];
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StarRating = values[11];
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FlashlightRating = values.GetValueOrDefault(17);
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SliderFactor = values[19];
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AimStrain = values[ATTRIB_ID_AIM];
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SpeedStrain = values[ATTRIB_ID_SPEED];
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OverallDifficulty = values[ATTRIB_ID_OVERALL_DIFFICULTY];
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ApproachRate = values[ATTRIB_ID_APPROACH_RATE];
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MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
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StarRating = values[ATTRIB_ID_STRAIN];
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FlashlightRating = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
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SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];
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}
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// Used implicitly by Newtonsoft.Json to not serialize flashlight property in some cases.
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