diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs index ef43fc6d1e..e5485db4df 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoDifficultyCalculator.cs @@ -51,18 +51,11 @@ namespace osu.Game.Rulesets.Taiko.Difficulty for (int i = 2; i < beatmap.HitObjects.Count; i++) { - // Check for negative durations - var currentAfterLast = beatmap.HitObjects[i].StartTime > beatmap.HitObjects[i - 1].StartTime; - var lastAfterSecondLast = beatmap.HitObjects[i - 1].StartTime > beatmap.HitObjects[i - 2].StartTime; - - if (currentAfterLast && lastAfterSecondLast) - { - taikoDifficultyHitObjects.Add( - new TaikoDifficultyHitObject( - beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, i - ) - ); - } + taikoDifficultyHitObjects.Add( + new TaikoDifficultyHitObject( + beatmap.HitObjects[i], beatmap.HitObjects[i - 1], beatmap.HitObjects[i - 2], clockRate, i + ) + ); } new StaminaCheeseDetector(taikoDifficultyHitObjects).FindCheese();