diff --git a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs index 3634374f50..267e332372 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceCalculator.cs @@ -192,7 +192,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty { double flashlightValue = 0.0; - if (mods.Any(h => h is OsuModFlashlight)) { + if (mods.Any(h => h is OsuModFlashlight)) + { flashlightValue = Math.Pow(Attributes.FlashlightStrain, 2.0) * 25.0; // Add an additional bonus for HDFL. diff --git a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs index fd771ab768..b8a96b3310 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Skills/Flashlight.cs @@ -40,19 +40,20 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills { double cumulativeStrainTime = 0.0; - for (int i = 0; i < Previous.Count; i++) { + for (int i = 0; i < Previous.Count; i++) + { var osuPrevious = (OsuDifficultyHitObject)Previous[i]; var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject); - if (!(osuPrevious.BaseObject is Spinner)) { + if (!(osuPrevious.BaseObject is Spinner)) + { double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length; cumulativeStrainTime += osuPrevious.StrainTime; // We want to nerf objects that can be easily seen within the Flashlight circle radius. - if (i == 0 && jumpDistance < 50.0) { + if (i == 0 && jumpDistance < 50.0) smallDistNerf = jumpDistance / 50.0; - } result += Math.Pow(0.8, i) * scalingFactor * jumpDistance / cumulativeStrainTime; }