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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.
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@ -105,7 +105,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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private double computeAccuracyValue(double strainValue)
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private double computeAccuracyValue(double strainValue)
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{
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{
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double hitWindowGreat = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
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double hitWindowGreat = Beatmap.HitObjects.First().HitWindows.Great / 2 / TimeRate;
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if (hitWindowGreat <= 0)
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if (hitWindowGreat <= 0)
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return 0;
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return 0;
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@ -61,11 +61,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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if (mods.Any(m => !m.Ranked))
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if (mods.Any(m => !m.Ranked))
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return 0;
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return 0;
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double hitWindowGreat = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
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double hitWindowGreat = Beatmap.HitObjects.First().HitWindows.Great / 2 / TimeRate;
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double preEmpt = BeatmapDifficulty.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / TimeRate;
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double preEmpt = (int)BeatmapDifficulty.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / TimeRate;
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realApproachRate = preEmpt > 1200 ? (1800 - preEmpt) / 120 : (1200 - preEmpt) / 150 + 5;
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realApproachRate = preEmpt > 1200 ? (1800 - preEmpt) / 120 : (1200 - preEmpt) / 150 + 5;
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realOverallDifficulty = (80 - 0.5 - hitWindowGreat) / 6;
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realOverallDifficulty = (80 - hitWindowGreat) / 6;
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// Custom multipliers for NoFail and SpunOut.
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// Custom multipliers for NoFail and SpunOut.
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double multiplier = 1.12f; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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double multiplier = 1.12f; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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@ -94,7 +94,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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private double computeAccuracyValue()
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private double computeAccuracyValue()
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{
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{
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double hitWindowGreat = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
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double hitWindowGreat = Beatmap.HitObjects.First().HitWindows.Great / 2 / TimeRate;
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if (hitWindowGreat <= 0)
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if (hitWindowGreat <= 0)
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return 0;
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return 0;
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