diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs index 9c539d5e4b..cb1ccf949e 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs @@ -42,27 +42,27 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills for (int i = 0; i < Previous.Count; i++) { - var osuPrevious = (OsuDifficultyHitObject)Previous[i]; - var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject); + var osuLoop = (OsuDifficultyHitObject)Previous[i]; + var osuLoopHitObject = (OsuHitObject)(osuLoop.BaseObject); - OsuDifficultyHitObject osuLastPrevious; + OsuDifficultyHitObject osuLoopNext; if (i == 0) - osuLastPrevious = osuCurrent; + osuLoopNext = osuCurrent; else - osuLastPrevious = (OsuDifficultyHitObject)Previous[i - 1]; + osuLoopNext = (OsuDifficultyHitObject)Previous[i - 1]; - if (!(osuPrevious.BaseObject is Spinner)) + if (!(osuLoop.BaseObject is Spinner)) { - double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length; + double jumpDistance = (osuHitObject.StackedPosition - osuLoopHitObject.EndPosition).Length; - cumulativeStrainTime += osuLastPrevious.StrainTime; + cumulativeStrainTime += osuLoopNext.StrainTime; // We want to nerf objects that can be easily seen within the Flashlight circle radius. if (i == 0) smallDistNerf = Math.Min(1.0, jumpDistance / 75.0); // We also want to nerf stacks so that only the first object of the stack is accounted for. - double stackNerf = Math.Min(1.0, (osuPrevious.JumpDistance / scalingFactor) / 25.0); + double stackNerf = Math.Min(1.0, (osuLoop.JumpDistance / scalingFactor) / 25.0); result += Math.Pow(0.8, i) * stackNerf * scalingFactor * jumpDistance / cumulativeStrainTime; }