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osu-lazer/osu.Game/Rulesets/Mods/ModScoreV2.cs
T
Bartłomiej Dach 6afdf99df8 Support mania-specific hit window quirks
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.)
2025-07-02 12:26:50 +02:00

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C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Localisation;
namespace osu.Game.Rulesets.Mods
{
/// <remarks>
/// This mod is used strictly to mark osu!stable scores set with the "Score V2" mod active.
/// It should not be used in any real capacity going forward.
/// </remarks>
public class ModScoreV2 : Mod
{
public override string Name => "Score V2";
public override string Acronym => @"SV2";
public override ModType Type => ModType.System;
public override LocalisableString Description => "Score set on earlier osu! versions with the V2 scoring algorithm active.";
public override double ScoreMultiplier => 1;
public override bool UserPlayable => false;
public override bool ValidForMultiplayer => false;
public override bool ValidForMultiplayerAsFreeMod => false;
}
}