diff --git a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs index 9a5533e5363b..48ae0f548ba9 100644 --- a/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs +++ b/osu.Game.Rulesets.Osu/Difficulty/Evaluators/AimEvaluator.cs @@ -75,6 +75,7 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with { double currAngle = osuCurrObj.Angle.Value; double lastAngle = osuLastObj.Angle.Value; + double lastLastAngle = osuLastLastObj.Angle.Value; // Rewarding angles, take the smaller velocity as base. double angleBonus = Math.Min(currVelocity, prevVelocity); @@ -102,7 +103,7 @@ public static double EvaluateDifficultyOf(DifficultyHitObject current, bool with * DifficultyCalculationUtils.Smootherstep(currAngle, double.DegreesToRadians(110), double.DegreesToRadians(60)) * DifficultyCalculationUtils.Smootherstep(osuLastObj.LazyJumpDistance, radius, diameter) * Math.Pow(DifficultyCalculationUtils.ReverseLerp(osuLastObj.LazyJumpDistance, diameter * 3, diameter), 1.8) - * DifficultyCalculationUtils.Smootherstep(lastAngle, double.DegreesToRadians(110), double.DegreesToRadians(60)); + * DifficultyCalculationUtils.Smootherstep(Math.Min(lastAngle, lastLastAngle), double.DegreesToRadians(110), double.DegreesToRadians(60)); } }