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interpolate the doubletap cheese nerf instead

This commit is contained in:
apollo-dw 2021-09-03 02:39:21 +01:00
parent 0beef9c1e7
commit bf87a4b2d3

View File

@ -2,11 +2,11 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Difficulty.Preprocessing;
using osu.Game.Rulesets.Osu.Objects;
using osu.Framework.Utils;
namespace osu.Game.Rulesets.Osu.Difficulty.Skills
{
@ -47,9 +47,12 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
double deltaTime = current.DeltaTime;
// Aim to nerf cheesy rhythms (Very fast consecutive doubles with large deltatimes between)
if (Previous.Count > 0 && deltaTime <= greatWindow)
double deltaTimeThreshold = greatWindow * 2;
if (Previous.Count > 0 && deltaTime < deltaTimeThreshold && Previous[0].DeltaTime > deltaTime)
{
deltaTime = Math.Max(Previous[0].DeltaTime, deltaTime);
double closenessToZero = Math.Min(1, deltaTime / deltaTimeThreshold);
deltaTime = Interpolation.Lerp(Previous[0].DeltaTime, deltaTime, closenessToZero);
}
// Cap deltatime to the OD 300 hitwindow.