diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.cs index 413c7a6e04..be130d8ec7 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/CognitionEvaluator.cs @@ -53,14 +53,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators } noteDensityDifficulty = Math.Pow(3 * Math.Log(Math.Max(1, pastObjectDifficultyInfluence - 1)), 2.3); - - // Objects that are arranged in a mostly-linear fashion should be easy to read (such as circles in a stream). - if (currObj.Angle.IsNotNull() && prevObj.IsNotNull()) - { - double prevVelocity = prevObj.LazyJumpDistance / prevObj.StrainTime; - double velocityDifference = Math.Clamp(Math.Abs(currVelocity - prevVelocity), 0, 1); - noteDensityDifficulty *= 1 - velocityDifference * Math.Pow(Math.Sin(0.5 * currObj.Angle.Value), 5); - } + noteDensityDifficulty *= getConstantAngleNerfFactor(currObj); double hiddenDifficulty = 0;