diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs index cf35b08822..3d1939acac 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs @@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators /// and slider difficulty. /// /// - public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliders) + public static double EvaluateDifficultyOf(DifficultyHitObject current, bool withSliderTravelDistance) { if (current.BaseObject is Spinner || current.Index <= 1 || current.Previous(0).BaseObject is Spinner) return 0; @@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators double currVelocity = osuCurrObj.LazyJumpDistance / osuCurrObj.StrainTime; // But if the last object is a slider, then we extend the travel velocity through the slider into the current object. - if (osuLastObj.BaseObject is Slider && withSliders) + if (osuLastObj.BaseObject is Slider && withSliderTravelDistance) { double travelVelocity = osuLastObj.TravelDistance / osuLastObj.TravelTime; // calculate the slider velocity from slider head to slider end. double movementVelocity = osuCurrObj.MinimumJumpDistance / osuCurrObj.MinimumJumpTime; // calculate the movement velocity from slider end to current object @@ -48,7 +48,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators // As above, do the same for the previous hitobject. double prevVelocity = osuLastObj.LazyJumpDistance / osuLastObj.StrainTime; - if (osuLastLastObj.BaseObject is Slider && withSliders) + if (osuLastLastObj.BaseObject is Slider && withSliderTravelDistance) { double travelVelocity = osuLastLastObj.TravelDistance / osuLastLastObj.TravelTime; double movementVelocity = osuLastObj.MinimumJumpDistance / osuLastObj.MinimumJumpTime; @@ -122,7 +122,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators aimStrain += Math.Max(acuteAngleBonus * acute_angle_multiplier, wideAngleBonus * wide_angle_multiplier + velocityChangeBonus * velocity_change_multiplier); // Add in additional slider velocity bonus. - if (withSliders) + if (withSliderTravelDistance) aimStrain += sliderBonus * slider_multiplier; return aimStrain;