diff --git a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs index 2c81b42e6c..4df8ff0b12 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Preprocessing/OsuDifficultyHitObject.cs @@ -119,7 +119,7 @@ private void setDistances(double clockRate) MinimumJumpTime = Math.Max(StrainTime - lastTravelTime, min_delta_time); // - // There are two types of slider-to-object patterns to consider in order to better approximate the real movements a player will take. + // There are two types of slider-to-object patterns to consider in order to better approximate the real movement a player will take to jump between the hitobjects. // // 1. The anti-flow pattern, where players cut the slider short in order to move to the next hitobject. // @@ -127,7 +127,7 @@ private void setDistances(double clockRate) // | ← most natural jump path // o ← a follow-up hitcircle // - // In this case the most natural jump path (o--o) is approximated by LazyJumpDistance. + // In this case the most natural jump path is approximated by LazyJumpDistance. // // 2. The flow pattern, where players follow through the slider to its visual extent into the next hitobject. // @@ -135,7 +135,7 @@ private void setDistances(double clockRate) // ↑ // most natural jump path // - // In this case the most natural movement path is better approximated by a new distance called "tailJumpDistance" - the distance between the slider's tail and the next hitobject. + // In this case the most natural jump path is better approximated by a new distance called "tailJumpDistance" - the distance between the slider's tail and the next hitobject. // // Thus, the player is assumed to jump the minimum of these two distances in all cases. //