diff --git a/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/HitObjectPatternGenerator.cs b/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/HitObjectPatternGenerator.cs index 3b7a24726e..ba9aa9e87f 100644 --- a/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/HitObjectPatternGenerator.cs +++ b/osu.Game.Rulesets.Mania/Beatmaps/Patterns/Legacy/HitObjectPatternGenerator.cs @@ -168,43 +168,43 @@ namespace osu.Game.Rulesets.Mania.Beatmaps.Patterns.Legacy } if (convertType.HasFlag(PatternType.KeepSingle)) - return generateRandomNotes(1); + return pattern = generateRandomNotes(1); if (convertType.HasFlag(PatternType.Mirror)) { if (ConversionDifficulty > 6.5) - return generateRandomPatternWithMirrored(0.12, 0.38, 0.12); + return pattern = generateRandomPatternWithMirrored(0.12, 0.38, 0.12); if (ConversionDifficulty > 4) - return generateRandomPatternWithMirrored(0.12, 0.17, 0); + return pattern = generateRandomPatternWithMirrored(0.12, 0.17, 0); - return generateRandomPatternWithMirrored(0.12, 0, 0); + return pattern = generateRandomPatternWithMirrored(0.12, 0, 0); } if (ConversionDifficulty > 6.5) { if (convertType.HasFlag(PatternType.LowProbability)) - return generateRandomPattern(0.78, 0.42, 0, 0); + return pattern = generateRandomPattern(0.78, 0.42, 0, 0); - return generateRandomPattern(1, 0.62, 0, 0); + return pattern = generateRandomPattern(1, 0.62, 0, 0); } if (ConversionDifficulty > 4) { if (convertType.HasFlag(PatternType.LowProbability)) - return generateRandomPattern(0.35, 0.08, 0, 0); + return pattern = generateRandomPattern(0.35, 0.08, 0, 0); - return generateRandomPattern(0.52, 0.15, 0, 0); + return pattern = generateRandomPattern(0.52, 0.15, 0, 0); } if (ConversionDifficulty > 2) { if (convertType.HasFlag(PatternType.LowProbability)) - return generateRandomPattern(0.18, 0, 0, 0); + return pattern = generateRandomPattern(0.18, 0, 0, 0); - return generateRandomPattern(0.45, 0, 0, 0); + return pattern = generateRandomPattern(0.45, 0, 0, 0); } - return generateRandomPattern(0, 0, 0, 0); + return pattern = generateRandomPattern(0, 0, 0, 0); } finally {