diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index 8ecba7375c..1b6914bfaf 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -121,20 +121,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing // // We'll try to better approximate the real movements a player will take in patterns following on from sliders. Consider the following slider-to-object patterns: // - // 1. <======o==> + // 1. <======x==> // | / - // o + // x // - // 2. <======o==>---o + // 2. <======x==>---x // |______| // - // Where "<==>" represents a slider, and "o" represents where the cursor needs to be for either hitobject (for a slider, this is the lazy cursor position). + // Where "<==>" represents a slider, and "x" represents where the cursor needs to be for either hitobject (for a slider, this is the lazy cursor position). // - // The pattern (o--o) has distance JumpDistance. - // The pattern (>--o) is a new distance we'll call "tailJumpDistance". + // The pattern (x--x) has distance JumpDistance. + // The pattern (>--x) is a new distance we'll call "tailJumpDistance". // - // Case (1) is an anti-flow pattern, where players will cut the slider short in order to move to the next object. The most natural jump pattern is (o--o). - // Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The most natural jump pattern is (>--o). + // Case (1) is an anti-flow pattern, where players will cut the slider short in order to move to the next object. The most natural jump pattern is (x--x). + // Case (2) is a flow pattern, where players will follow the slider through to its visual extent. The most natural jump pattern is (>--x). // // A lenience is applied by assuming that the player jumps the minimum of these two distances in all cases. //