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remove redundant zero check in sv calculation

This commit is contained in:
OliBomby 2023-05-02 12:29:11 +02:00
parent 2e018c8b06
commit d2d81bb82c

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@ -103,7 +103,7 @@ namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
//
// The value is clamped here by the bindable min and max values.
// In case the required velocity is too large, the path is not preserved.
svBindable.Value = requiredVelocity == 0 ? 1 : Math.Ceiling(requiredVelocity / svToVelocityFactor);
svBindable.Value = Math.Ceiling(requiredVelocity / svToVelocityFactor);
path.ConvertToSliderPath(hitObject.Path, hitObject.LegacyConvertedY, hitObject.Velocity);