diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs index 059694ad17..21477a09da 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Speed.cs @@ -58,7 +58,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills return 0; int previousIslandSize = -1; - int prevPreviousIslandSize = -1; double rhythmComplexitySum = 0; int islandSize = 0; @@ -99,7 +98,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills if (Previous[i].BaseObject is Slider) // bpm change was from a slider, this is easier typically than circle -> circle effectiveRatio *= 0.5; - if (prevPreviousIslandSize % 2 == islandSize % 2) // repeated island size (ex: triplet -> triplet) + if (previousIslandSize == islandSize) // repeated island size (ex: triplet -> triplet) effectiveRatio *= 0.25; if (prevPrevDelta > prevDelta + 10 && prevDelta > currDelta + 10) // previous increase happened a note ago, 1/1->1/2-1/4, dont want to buff this. @@ -108,7 +107,6 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills rhythmComplexitySum += effectiveRatio; previousIslandSize = islandSize; // log the last island size. - prevPreviousIslandSize = previousIslandSize; // yep if (prevDelta * 1.25 < currDelta) // we're slowing down, stop counting firstDeltaSwitch = false; // if we're speeding up, this stays true and we keep counting island size.