From 3b3455afb3938b6c1b2bbc685f61e00d2836010f Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 5 Apr 2017 16:51:21 +0900 Subject: [PATCH] Fix incorrect ScrollTime calculation. --- osu.Game.Modes.Taiko/Objects/TaikoHitObject.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/osu.Game.Modes.Taiko/Objects/TaikoHitObject.cs b/osu.Game.Modes.Taiko/Objects/TaikoHitObject.cs index d2af610863..731a9a88b3 100644 --- a/osu.Game.Modes.Taiko/Objects/TaikoHitObject.cs +++ b/osu.Game.Modes.Taiko/Objects/TaikoHitObject.cs @@ -15,12 +15,12 @@ namespace osu.Game.Modes.Taiko.Objects public const float CIRCLE_RADIUS = 42f; /// - /// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a of 1000ms. + /// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a of 1000>ms. /// - public const double SCROLL_TIME = 6000; + private const double scroll_time = 6000; /// - /// Our adjusted taking into consideration local and other speed multipliers. + /// Our adjusted taking into consideration local and other speed multipliers. /// public double ScrollTime; @@ -39,7 +39,7 @@ namespace osu.Game.Modes.Taiko.Objects { base.ApplyDefaults(timing, difficulty); - ScrollTime = SCROLL_TIME / difficulty.SliderMultiplier * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / 1000; + ScrollTime = scroll_time * (timing.BeatLengthAt(StartTime) / 1000) / (difficulty.SliderMultiplier * timing.SpeedMultiplierAt(StartTime)); ControlPoint overridePoint; Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;