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Remove 0.5 offsets

Checked up against DB values + server-side build versions, and these 0.5s don't seem to exist. Brings calculations more in-line with osu!stable.
This commit is contained in:
smoogipoo 2018-05-25 20:05:53 +09:00
parent 78ca111d69
commit 765a50d007
3 changed files with 5 additions and 5 deletions

View File

@ -105,7 +105,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
private double computeAccuracyValue(double strainValue)
{
double hitWindowGreat = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
double hitWindowGreat = Beatmap.HitObjects.First().HitWindows.Great / 2 / TimeRate;
if (hitWindowGreat <= 0)
return 0;

View File

@ -61,11 +61,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
if (mods.Any(m => !m.Ranked))
return 0;
double hitWindowGreat = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
double preEmpt = BeatmapDifficulty.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / TimeRate;
double hitWindowGreat = Beatmap.HitObjects.First().HitWindows.Great / 2 / TimeRate;
double preEmpt = (int)BeatmapDifficulty.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / TimeRate;
realApproachRate = preEmpt > 1200 ? (1800 - preEmpt) / 120 : (1200 - preEmpt) / 150 + 5;
realOverallDifficulty = (80 - 0.5 - hitWindowGreat) / 6;
realOverallDifficulty = (80 - hitWindowGreat) / 6;
// Custom multipliers for NoFail and SpunOut.
double multiplier = 1.12f; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things

View File

@ -94,7 +94,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
private double computeAccuracyValue()
{
double hitWindowGreat = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
double hitWindowGreat = Beatmap.HitObjects.First().HitWindows.Great / 2 / TimeRate;
if (hitWindowGreat <= 0)
return 0;