From 7c680afc3c1f7f189a6f4731fc1cd29b872f4512 Mon Sep 17 00:00:00 2001 From: MBmasher Date: Mon, 18 Jul 2022 15:59:00 +1000 Subject: [PATCH] Change initialisation of osuSlider --- osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs | 4 +--- .../Difficulty/Evaluators/FlashlightEvaluator.cs | 4 +--- 2 files changed, 2 insertions(+), 6 deletions(-) diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs index 0b6a9fb59b..79f1f95017 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs @@ -120,12 +120,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators velocityChangeBonus *= Math.Pow(Math.Min(osuCurrObj.StrainTime, osuLastObj.StrainTime) / Math.Max(osuCurrObj.StrainTime, osuLastObj.StrainTime), 2); } - if (osuLastObj.BaseObject is Slider) + if (osuLastObj.BaseObject is Slider osuSlider) { // Reward sliders based on velocity. sliderBonus = osuLastObj.TravelDistance / osuLastObj.TravelTime; - - Slider osuSlider = (Slider)(osuLastObj.BaseObject); sliderBonus *= (float)Math.Pow(1 + osuSlider.RepeatCount / 2.5, 1.0 / 2.5); // Bonus for repeat sliders until a better per nested object strain system can be achieved. } diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/FlashlightEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/FlashlightEvaluator.cs index bd516382d7..217ef2a46f 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/FlashlightEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/FlashlightEvaluator.cs @@ -80,10 +80,8 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Evaluators double sliderBonus = 0.0; - if (osuCurrent.BaseObject is Slider) + if (osuCurrent.BaseObject is Slider osuSlider) { - Slider osuSlider = (Slider)(osuCurrent.BaseObject); - // Invert the scaling factor to determine the true travel distance independent of circle size. double pixelTravelDistance = osuCurrent.TravelDistance / scalingFactor;