From 3cfa455369c432b69f11a8a7f121abb0d8fac476 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Fri, 29 Nov 2024 10:54:32 +0100 Subject: [PATCH] Fix strong drum rolls being counted for double the combo in legacy scoring attributes --- .../Difficulty/TaikoLegacyScoreSimulator.cs | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/osu.Game.Rulesets.Taiko/Difficulty/TaikoLegacyScoreSimulator.cs b/osu.Game.Rulesets.Taiko/Difficulty/TaikoLegacyScoreSimulator.cs index 9839d94277..416a11c2a8 100644 --- a/osu.Game.Rulesets.Taiko/Difficulty/TaikoLegacyScoreSimulator.cs +++ b/osu.Game.Rulesets.Taiko/Difficulty/TaikoLegacyScoreSimulator.cs @@ -144,6 +144,13 @@ namespace osu.Game.Rulesets.Taiko.Difficulty foreach (var nested in hitObject.NestedHitObjects) simulateHit(nested, ref attributes); return; + + case StrongNestedHitObject: + // we never need to deal with these directly. + // the only thing strong hits do in terms of scoring is double their object's score increase, + // which is already handled at the parent object level via the `strongable.IsStrong` check lower down in this method. + // not handling these here can lead to them falsely being counted as combo-increasing when handling strong drum rolls! + return; } if (hitObject is DrumRollTick tick)