Fixed stack leniency calculations#406
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tpenguinltg
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I haven't tested this yet, but code-wise, I think it's fine apart from the few minor things I pointed out.
| private void calculateStacks() { | ||
| // reverse pass for stack calculation | ||
| for (int i = gameObjects.length - 1; i > 0; i--) { | ||
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| } | ||
| } | ||
| } | ||
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| continue; | ||
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| // check if in range stack calculation | ||
| float timeI = hitObjectI.getTime() - (approachTime * beatmap.stackLeniency); |
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Parentheses around approachTime * beatmap.stackLeniency can be removed as * has precedence over -.
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I was basing on the code that was before that had parenthesis
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Ah, then I would have kept it the way you had it, but it seems I didn't reply soon enough. Oh well, it's done now, so let's see if @itdelatrisu cares much about it.
| hitObjectI = hitObjectN; | ||
| } | ||
| } | ||
| } else if (hitObjectI.isSlider()) { |
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Do we care about the case where the hit object is not a circle or slider (e.g. when it's a spinner)? If so, should we be doing anything with it in an else clause?
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I can't request a review (i don't know why), so summon @itdelatrisu |
Fixes the first part of #401 issue. Stack leniency calculations were wrong for sliders, which were clearly visible on some 2B maps, such as "Mayday" or "Endless Tewi-ma Park."