From 974fa76987a445f0d0d18f823e11e0bb4ffec842 Mon Sep 17 00:00:00 2001 From: molneya <62799417+molneya@users.noreply.github.com> Date: Thu, 16 Jan 2025 17:08:47 +0800 Subject: [PATCH] fix spinners not increasing cumulative strain time (#31525) Co-authored-by: StanR --- .../Difficulty/Evaluators/FlashlightEvaluator.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/FlashlightEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/FlashlightEvaluator.cs index 5cb5a8f934..9d05f0b074 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/FlashlightEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/FlashlightEvaluator.cs @@ -52,12 +52,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators var currentObj = (OsuDifficultyHitObject)current.Previous(i); var currentHitObject = (OsuHitObject)(currentObj.BaseObject); + cumulativeStrainTime += lastObj.StrainTime; + if (!(currentObj.BaseObject is Spinner)) { double jumpDistance = (osuHitObject.StackedPosition - currentHitObject.StackedEndPosition).Length; - cumulativeStrainTime += lastObj.StrainTime; - // We want to nerf objects that can be easily seen within the Flashlight circle radius. if (i == 0) smallDistNerf = Math.Min(1.0, jumpDistance / 75.0);