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Feels like it's easier to understand this way. The difference of the maximum scoring values for the entire beatmap and the max values for the part of the beatmap that has already been played represents the act of filling the rest of the unjudged objects with maximum results. |
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.. | ||
AccumulatingHealthProcessor.cs | ||
DrainingHealthProcessor.cs | ||
HealthProcessor.cs | ||
HitEvent.cs | ||
HitEventExtensions.cs | ||
HitResult.cs | ||
HitWindows.cs | ||
JudgementProcessor.cs | ||
ScoreProcessor.cs |