From cf91b882c860ecd3a33352596bbf90e5209c7499 Mon Sep 17 00:00:00 2001 From: Kyle Chang Date: Fri, 1 Feb 2019 13:28:56 -0500 Subject: [PATCH] Fix slider tail evaluation in osu difficulty calculator The slider tail circle was already included as a nested hit object and is judged before the end of the slider's actual duration, so using the slider end time leads to an inaccurate travel distance and end position. --- .../Difficulty/Preprocessing/OsuDifficultyHitObject.cs | 1 - 1 file changed, 1 deletion(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index 4e9ac26dc5..1ec12adb3b 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -143,7 +143,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing var scoringTimes = slider.NestedHitObjects.Skip(1).Select(t => t.StartTime); foreach (var time in scoringTimes) computeVertex(time); - computeVertex(slider.EndTime); } private Vector2 getEndCursorPosition(OsuHitObject hitObject)