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Cap Buzz Slider Related Misses
After letting the comments @Flamiii left brew for a while, I realized they were very much right about the buzz slider thing. As such, I've implemented a quick and dirty untested fix that will hopefully have zero unintended side-effects :) I don't see this as a permanent or final solution yet. There's definitely some potential issues/inaccuracies that could arise with maps like Notch Hell or IOException's Black Rover, but afaik this implementation would not cause any issues that stable doesn't already have.
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@ -44,10 +44,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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countLargeTickMiss = score.Statistics.GetValueOrDefault(HitResult.LargeTickMiss);
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countSliderEndsDropped = score.Statistics.GetValueOrDefault(HitResult.SmallTickMiss);
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if (!score.Mods.Any(h => h is OsuModClassic cl && cl.NoSliderHeadAccuracy.Value))
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effectiveMissCount = countMiss + countLargeTickMiss;
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effectiveMissCount = countMiss + Math.Min(countLargeTickMiss, calculateEffectiveMissCount(osuAttributes) - countMiss); // Cap stuff like buzz-slider related drops to a sane value
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else
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effectiveMissCount = calculateEffectiveMissCount(osuAttributes);
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double multiplier = PERFORMANCE_BASE_MULTIPLIER;
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if (score.Mods.Any(m => m is OsuModNoFail))
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