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Make DifficultyControlPoint.SpeedMultiplier actually increase with an increasing speed. Fixes #1147
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@ -81,7 +81,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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DifficultyControlPoint difficultyPoint = beatmap.ControlPointInfo.DifficultyPointAt(obj.StartTime);
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double speedAdjustment = difficultyPoint.SpeedMultiplier;
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double speedAdjustedBeatLength = timingPoint.BeatLength * speedAdjustment;
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double speedAdjustedBeatLength = timingPoint.BeatLength / speedAdjustment;
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// The true distance, accounting for any repeats. This ends up being the drum roll distance later
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double distance = distanceData.Distance * repeats * legacy_velocity_multiplier;
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@ -94,7 +94,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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// For some reason, old osu! always uses speedAdjustment to determine the taiko velocity, but
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// only uses it to determine osu! velocity if beatmap version < 8. Let's account for that here.
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if (beatmap.BeatmapInfo.BeatmapVersion >= 8)
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speedAdjustedBeatLength /= speedAdjustment;
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speedAdjustedBeatLength *= speedAdjustment;
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// The velocity of the osu! hit object - calculated as the velocity of a slider
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double osuVelocity = osu_base_scoring_distance * beatmap.BeatmapInfo.Difficulty.SliderMultiplier * legacy_velocity_multiplier / speedAdjustedBeatLength;
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