diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 3ff6af9b0b..1e314cec3d 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -22,6 +22,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty public class OsuPerformanceCalculator : PerformanceCalculator { private bool usingClassicSliderAccuracy; + private bool usingScoreV2; private double accuracy; private int scoreMaxCombo; @@ -64,6 +65,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty var osuAttributes = (OsuDifficultyAttributes)attributes; usingClassicSliderAccuracy = score.Mods.OfType().Any(m => m.NoSliderHeadAccuracy.Value); + usingScoreV2 = score.Mods.Any(m => m is ModScoreV2); accuracy = score.Accuracy; scoreMaxCombo = score.MaxCombo; @@ -269,7 +271,7 @@ 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 (!usingClassicSliderAccuracy) + if (!usingClassicSliderAccuracy || usingScoreV2) amountHitObjectsWithAccuracy += attributes.SliderCount; if (amountHitObjectsWithAccuracy > 0)