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Also add potentially missed intermediate parents

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Dan Balasescu 2024-04-11 16:53:04 +09:00
parent fefcd17db9
commit f5555b9fa4
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@ -117,9 +117,11 @@ namespace osu.Game.Rulesets.Difficulty
foreach (var hitObject in getDifficultyHitObjects())
{
// Add hitobjects between the original and progressive beatmap until the current hitobject's parent appears in the progressive beatmap.
// This covers cases where hitobjects aren't assigned "difficulty" representations because they don't meaningfully contribute to the calculations.
HitObject parent = hitObjectParentLinks[hitObject.BaseObject];
if (progressiveBeatmap.HitObjects.Count == 0 || parent != progressiveBeatmap.HitObjects[^1])
progressiveBeatmap.HitObjects.Add(parent);
while (progressiveBeatmap.HitObjects.LastOrDefault() != parent)
progressiveBeatmap.HitObjects.Add(Beatmap.HitObjects[progressiveBeatmap.HitObjects.Count]);
foreach (var skill in skills)
{