Closed Skubers closed 11 months ago
As far as I can tell this is caused by the spinner at the start of the map. It appears that on stable spinners never increment combo index on their own (but they're eligible for offset "hax"):
if (currHitObject.IsType(HitObjectType.Spinner))
{
if (Beatmap.BeatmapVersion <= 8)
forceNew = true;
else if (currHitObject.NewCombo)
{
// make colourhax possible when the spinner has a new combo but the object after does not:
// the player may set colourhax on the spinner itself in this case and get carried over.
combo += offset;
forceNew = true;
}
}
else if (forceNew || (currHitObject.Type & HitObjectType.NewCombo) > 0 || //Keep bit flag intact here as it is necessary for CTB to alternate fruit color while still keeping track of combo.
(i == 0 && !(currHitObject is HitCircleFruits)))
{
comboNumber = 1;
currHitObject.ComboNumber = comboNumber;
combo += offset + 1;
forceNew = false;
}
else
currHitObject.ComboNumber = ++comboNumber;
while lazer is using the much more naive
Map in question has an NC spinner at the start and then an NC slider. This can be experimentally tested by removing NC from the second slider, as it causes the colours to come back to normal.
Type
Game behaviour
Bug description
Taking my ranked mapset as an example: https://osu.ppy.sh/beatmapsets/1724593#osu/3524570
I've color-hexed the map, so that my parts are: blue, light blue, blue, light blue and Sonnyc's parts are: pink, light pink, pink, light pink
As you can see in the second kiai, the colors are mixed.
Screenshots or videos
Version
2023.717.0-lazer
Logs
network.log performance.log runtime.log updater.log database.log input.log legacy-ipc.log