diff --git a/osu.Game.Rulesets.Osu/Mods/OsuModTarget.cs b/osu.Game.Rulesets.Osu/Mods/OsuModTarget.cs index 3bb4b0419f..b748cdf4a2 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuModTarget.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuModTarget.cs @@ -110,7 +110,7 @@ namespace osu.Game.Rulesets.Osu.Mods while (Precision.AlmostBigger(endTime, currentTime) && beatmap.ControlPointInfo.TimingPointAt(currentTime) == tp) { - tpBeats.Add(currentTime); + tpBeats.Add(Math.Floor(currentTime)); currentTime += tp.BeatLength; } @@ -148,7 +148,7 @@ namespace osu.Game.Rulesets.Osu.Mods if (samples == null) { if (i > 0) - x.Samples = hitObjects[i - 1].Samples; + x.Samples = hitObjects[i - 1].Samples.Where(s => !HitSampleInfo.AllAdditions.Contains(s.Name)).ToList(); } else { @@ -289,7 +289,7 @@ namespace osu.Game.Rulesets.Osu.Mods drawable.ScaleTo(0.4f) .Then().ScaleTo(1.6f, h.TimePreempt * 2); drawable.FadeTo(0.5f) - .Then().Delay(h.TimeFadeIn).FadeTo(1f); + .Then().Delay(h.TimePreempt * 2 / 3).FadeTo(1f); // remove approach circles circle.ApproachCircle.Hide(); @@ -304,6 +304,7 @@ namespace osu.Game.Rulesets.Osu.Mods { // Decrease AR to increase preempt time difficulty.ApproachRate *= 0.5f; + difficulty.CircleSize *= 0.75f; } // The distances from the hit objects to the borders of the playfield they start to "turn around" and curve towards the middle.