Don't use full hit window in rhythm

This commit is contained in:
apollo-dw 2022-09-07 13:24:54 +01:00
parent b5779508d0
commit 1997519364
1 changed files with 1 additions and 1 deletions

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@ -53,7 +53,7 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current)
double lastDelta = lastObj.StrainTime;
double currRatio = 1.0 + 6.0 * Math.Min(0.5, Math.Pow(Math.Sin(Math.PI / (Math.Min(prevDelta, currDelta) / Math.Max(prevDelta, currDelta))), 2)); // fancy function to calculate rhythmbonuses.
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - currObj.HitWindowGreat * 0.6) / (currObj.HitWindowGreat * 0.6));
double windowPenalty = Math.Min(1, Math.Max(0, Math.Abs(prevDelta - currDelta) - currObj.HitWindowGreat * 0.3) / (currObj.HitWindowGreat * 0.3));
windowPenalty = Math.Min(1, windowPenalty);