From b0549187df1339998fbf48267e74ae81c6233b51 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Tue, 15 Jun 2021 22:57:20 +0200 Subject: [PATCH] Apply pre-empt formula which is closer to stable --- osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs b/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs index fd076b8765..613c16baa2 100644 --- a/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs +++ b/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs @@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Taiko.Mods /// private const double hd_sv_scale = (4.0 / 3.0 - 1.0 / 3.0) / (16.0 / 9.0 - 1.0 / 3.0); - private BeatmapDifficulty difficulty; + private double originalSliderMultiplier; private ControlPointInfo controlPointInfo; protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) @@ -51,7 +51,7 @@ namespace osu.Game.Rulesets.Taiko.Mods { var beatLength = controlPointInfo.TimingPointAt(position)?.BeatLength; var speedMultiplier = controlPointInfo.DifficultyPointAt(position)?.SpeedMultiplier; - return difficulty.SliderMultiplier * (speedMultiplier ?? 1.0) * TimingControlPoint.DEFAULT_BEAT_LENGTH / (beatLength ?? TimingControlPoint.DEFAULT_BEAT_LENGTH); + return originalSliderMultiplier * (speedMultiplier ?? 1.0) * TimingControlPoint.DEFAULT_BEAT_LENGTH / (beatLength ?? TimingControlPoint.DEFAULT_BEAT_LENGTH); } protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) @@ -68,8 +68,7 @@ namespace osu.Game.Rulesets.Taiko.Mods return; } - // I *think* it's like this because stable's default velocity multiplier is 1.4 - var preempt = 14000 / MultiplierAt(hitObject.HitObject.StartTime) * FadeOutTimeMultiplier.Value; + var preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime) * FadeOutTimeMultiplier.Value; var start = hitObject.HitObject.StartTime - preempt * 0.6; var duration = preempt * 0.3; @@ -91,7 +90,7 @@ namespace osu.Game.Rulesets.Taiko.Mods public void ApplyToDifficulty(BeatmapDifficulty difficulty) { - this.difficulty = difficulty; + originalSliderMultiplier = difficulty.SliderMultiplier; difficulty.SliderMultiplier /= hd_sv_scale; }