diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index a4ebcd15a4..a5c2fa09c0 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -15,6 +15,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty { public const double PERFORMANCE_BASE_MULTIPLIER = 1.14; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things. + private bool usingClassicSliderAccuracy; + private double accuracy; private int scoreMaxCombo; private int countGreat; @@ -33,6 +35,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty { var osuAttributes = (OsuDifficultyAttributes)attributes; + usingClassicSliderAccuracy = score.Mods.OfType().Any(m => m.NoSliderHeadAccuracy.Value); + accuracy = score.Accuracy; scoreMaxCombo = score.MaxCombo; countGreat = score.Statistics.GetValueOrDefault(HitResult.Great); @@ -192,7 +196,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty // This percentage only considers HitCircles of any value - in this part of the calculation we focus on hitting the timing hit window. double betterAccuracyPercentage; int amountHitObjectsWithAccuracy = attributes.HitCircleCount; - if (score.Mods.OfType().All(m => !m.NoSliderHeadAccuracy.Value)) + if (!usingClassicSliderAccuracy) amountHitObjectsWithAccuracy += attributes.SliderCount; if (amountHitObjectsWithAccuracy > 0)