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Change all performance calculators to use int hitwindows
Has a pretty large (>6) effect on pp for some maps.
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765a50d007
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@ -105,6 +105,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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private double computeAccuracyValue(double strainValue)
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private double computeAccuracyValue(double strainValue)
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{
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{
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be remoevd in the future
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double hitWindowGreat = Beatmap.HitObjects.First().HitWindows.Great / 2 / TimeRate;
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double hitWindowGreat = Beatmap.HitObjects.First().HitWindows.Great / 2 / TimeRate;
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if (hitWindowGreat <= 0)
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if (hitWindowGreat <= 0)
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return 0;
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return 0;
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@ -61,6 +61,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (mods.Any(m => !m.Ranked))
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if (mods.Any(m => !m.Ranked))
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return 0;
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return 0;
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// Todo: These int casts are temporary to achieve 1:1 results with osu!stable, and should be remoevd in the future
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double hitWindowGreat = Beatmap.HitObjects.First().HitWindows.Great / 2 / TimeRate;
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double hitWindowGreat = Beatmap.HitObjects.First().HitWindows.Great / 2 / TimeRate;
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double preEmpt = (int)BeatmapDifficulty.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / TimeRate;
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double preEmpt = (int)BeatmapDifficulty.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / TimeRate;
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@ -94,7 +94,8 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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private double computeAccuracyValue()
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private double computeAccuracyValue()
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{
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{
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double hitWindowGreat = Beatmap.HitObjects.First().HitWindows.Great / 2 / TimeRate;
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// Todo: This int cast is temporary to achieve 1:1 results with osu!stable, and should be remoevd in the future
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double hitWindowGreat = (int)(Beatmap.HitObjects.First().HitWindows.Great / 2) / TimeRate;
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if (hitWindowGreat <= 0)
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if (hitWindowGreat <= 0)
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return 0;
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return 0;
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