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The quirks in question being that lazer's hit windows in mania preceding this change are used in stable *if and only if* Score V2 is active. If Score V2 is *not* active, stable has two disparate other sets of hit window ranges, dependent on whether the beatmap is a convert or not. With this commit, those hit windows are used in lazer when the Classic mod is active. Open points for discussion would be: - What does this mean for plays already set on lazer using the Classic mod? Are there even enough of them to care about? Also, on `master` the Classic mod does precisely nothing, so maybe such scores should just have Classic mod stripped from them? - What does this mean for the mod multiplier of Classic in mania? (I don't expect an answer to this one.)
16 lines
666 B
C#
16 lines
666 B
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Mania.Mods
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{
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public class ManiaModDoubleTime : ModDoubleTime, IManiaRateAdjustmentMod
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{
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// For now, all rate-increasing mods should be given a 1x multiplier in mania because it doesn't always
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// make the map harder and is more of a personal preference.
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// In the future, we can consider adjusting this by experimenting with not applying the hitwindow leniency.
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public override double ScoreMultiplier => 1;
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}
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}
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