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Fix special cases of mania beatmaps not playing sliding samples

Apparently mania sliders are a thing. See https://github.com/ppy/osu/pull/34500#issuecomment-3150610188
This commit is contained in:
Salman Alshamrani
2025-08-05 10:24:54 +03:00
Unverified
parent 6d43ae8ac1
commit 03dae97ff3
@@ -3,8 +3,10 @@
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Legacy;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Legacy;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Utils;
@@ -30,12 +32,18 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy
if (HitObject is IHasDuration endTimeData)
{
// despite the beatmap originally made for mania, if the object is parsed as a slider rather than a hold, sliding samples should still be played.
// this is seemingly only possible to achieve by modifying the .osu file directly, but online beatmaps that do that exist
// (see second and fourth notes of https://osu.ppy.sh/beatmapsets/73883#mania/216407)
bool playSlidingSamples = (HitObject is IHasLegacyHitObjectType hasType && hasType.LegacyType == LegacyHitObjectType.Slider) || HitObject is IHasPath;
pattern.Add(new HoldNote
{
StartTime = HitObject.StartTime,
Duration = endTimeData.Duration,
Column = column,
Samples = HitObject.Samples,
PlaySlidingSamples = playSlidingSamples,
NodeSamples = (HitObject as IHasRepeats)?.NodeSamples ?? HoldNote.CreateDefaultNodeSamples(HitObject)
});
}