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6afdf99df8
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.)
24 lines
989 B
C#
24 lines
989 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.Framework.Localisation;
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namespace osu.Game.Rulesets.Mods
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{
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/// <remarks>
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/// This mod is used strictly to mark osu!stable scores set with the "Score V2" mod active.
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/// It should not be used in any real capacity going forward.
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/// </remarks>
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public class ModScoreV2 : Mod
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{
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public override string Name => "Score V2";
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public override string Acronym => @"SV2";
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public override ModType Type => ModType.System;
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public override LocalisableString Description => "Score set on earlier osu! versions with the V2 scoring algorithm active.";
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public override double ScoreMultiplier => 1;
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public override bool UserPlayable => false;
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public override bool ValidForMultiplayer => false;
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public override bool ValidForMultiplayerAsFreeMod => false;
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}
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}
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