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Fix BPM multiplier not working in all cases
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@ -160,7 +160,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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}
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}
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private bool shouldConvertSliderToHits(HitObject obj, IBeatmap beatmap, IHasDistance distanceData, out double taikoDuration, out double tickSpacing)
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private bool shouldConvertSliderToHits(HitObject obj, IBeatmap beatmap, IHasDistance distanceData, out int taikoDuration, out double tickSpacing)
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{
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// DO NOT CHANGE OR REFACTOR ANYTHING IN HERE WITHOUT TESTING AGAINST _ALL_ BEATMAPS.
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// Some of these calculations look redundant, but they are not - extremely small floating point errors are introduced to maintain 1:1 compatibility with stable.
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@ -185,7 +185,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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// The velocity and duration of the taiko hit object - calculated as the velocity of a drum roll.
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double taikoVelocity = sliderScoringPointDistance * beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate;
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taikoDuration = distance / taikoVelocity * beatLength;
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taikoDuration = (int)(distance / taikoVelocity * beatLength);
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if (isForCurrentRuleset)
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{
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@ -200,7 +200,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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beatLength = timingPoint.BeatLength;
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// If the drum roll is to be split into hit circles, assume the ticks are 1/8 spaced within the duration of one beat
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tickSpacing = Math.Min(beatLength / beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate, taikoDuration / spans);
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tickSpacing = Math.Min(beatLength / beatmap.BeatmapInfo.BaseDifficulty.SliderTickRate, (double)taikoDuration / spans);
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return tickSpacing > 0
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&& distance / osuVelocity * 1000 < 2 * beatLength;
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