Fix cumulative strain time calculation in Flashlight skill

This commit is contained in:
MBmasher 2021-11-30 12:51:23 +11:00
parent 823552a5e8
commit 4354699258
1 changed files with 7 additions and 1 deletions

View File

@ -45,11 +45,17 @@ private double strainValueOf(DifficultyHitObject current)
var osuPrevious = (OsuDifficultyHitObject)Previous[i];
var osuPreviousHitObject = (OsuHitObject)(osuPrevious.BaseObject);
OsuDifficultyHitObject osuLastPrevious;
if (i == 0)
osuLastPrevious = osuCurrent;
else
osuLastPrevious = (OsuDifficultyHitObject)Previous[i - 1];
if (!(osuPrevious.BaseObject is Spinner))
{
double jumpDistance = (osuHitObject.StackedPosition - osuPreviousHitObject.EndPosition).Length;
cumulativeStrainTime += osuPrevious.StrainTime;
cumulativeStrainTime += osuLastPrevious.StrainTime;
// We want to nerf objects that can be easily seen within the Flashlight circle radius.
if (i == 0)