diff --git a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Strain.cs b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Strain.cs index c77e6a3afd..7ff5684b86 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/Skills/Strain.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/Skills/Strain.cs @@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills double addition = 1; // We get an extra addition if we are not a slider or spinner - if (Previous[0].BaseObject is Hit && current.BaseObject is Hit && current.BaseObject.StartTime - Previous[0].BaseObject.StartTime < 1000) + if (current.LastObject is Hit && current.BaseObject is Hit && current.DeltaTime < 1000) { if (hasRhythmChange(current)) addition += 1; @@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty.Skills private bool hasRhythmChange(DifficultyHitObject current) { // We don't want a division by zero if some random mapper decides to put two HitObjects at the same time. - if (current.DeltaTime == 0 || Previous[0].DeltaTime == 0) + if (current.DeltaTime == 0 || Previous.Count == 0 || Previous[0].DeltaTime == 0) return false; double timeElapsedRatio = Math.Max(Previous[0].DeltaTime / current.DeltaTime, current.DeltaTime / Previous[0].DeltaTime);