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Make categoryDifficulties return doubles to improve decimal accuracy
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@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Taiko
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{
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}
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public override double Calculate(Dictionary<string, string> categoryDifficulty = null)
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null)
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{
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// Fill our custom DifficultyHitObject class, that carries additional information
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difficultyHitObjects.Clear();
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@ -53,8 +53,8 @@ namespace osu.Game.Rulesets.Taiko
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if (categoryDifficulty != null)
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{
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categoryDifficulty.Add("Strain", starRating.ToString("0.00", CultureInfo.InvariantCulture));
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categoryDifficulty.Add("Hit window 300", (35 /*HitObjectManager.HitWindow300*/ / TimeRate).ToString("0.00", CultureInfo.InvariantCulture));
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categoryDifficulty.Add("Strain", starRating);
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categoryDifficulty.Add("Hit window 300", (35 /*HitObjectManager.HitWindow300*/ / TimeRate));
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}
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return starRating;
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