diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index 0400f080d9..fd36e85f26 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -63,7 +63,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing scalingFactor *= 1 + smallCircleBonus; } - Vector2 lastCursorPosition = lastObject.Position; + Vector2 lastCursorPosition = lastObject.StackedPosition; float lastTravelDistance = 0; var lastSlider = lastObject as Slider; @@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing // Don't need to jump to reach spinners if (!(BaseObject is Spinner)) - JumpDistance = (BaseObject.Position * scalingFactor - lastCursorPosition * scalingFactor).Length; + JumpDistance = (BaseObject.StackedPosition * scalingFactor - lastCursorPosition * scalingFactor).Length; // Todo: BUG!!! Last slider's travel distance is considered ONLY IF we ourselves are also sliders! if (BaseObject is Slider) @@ -105,7 +105,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing progress = progress % 1; // ReSharper disable once PossibleInvalidOperationException (bugged in current r# version) - var diff = slider.Position + slider.Curve.PositionAt(progress) - slider.LazyEndPosition.Value; + var diff = slider.StackedPosition + slider.Curve.PositionAt(progress) - slider.LazyEndPosition.Value; float dist = diff.Length; if (dist > approxFollowCircleRadius)