@@ -508,9 +508,9 @@ Calc::SequenceJack(const Finger& f, int track, int mode)
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// dependent on the previous components of the sequence, and what comes
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// afterwards is not relevant (usually true in actual gameplay, outside of
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// stuff like mines immediately after shortjacks)
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- int window_size = 4 ;
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+ int window_size = 3 ;
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if (mode == 1 )
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- window_size = 4 ;
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+ window_size = 2 ;
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if (mode == 2 )
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window_size = 5 ;
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vector<float > window_taps;
@@ -560,9 +560,9 @@ Calc::SequenceJack(const Finger& f, int track, int mode)
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window_taps[window_size - 1 ] = ms;
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float comp_time = 0 .f ;
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- float hit_window_buffer = 320 .f ;
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+ float hit_window_buffer = 300 .f ;
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if (mode == 1 )
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- hit_window_buffer = 300 .f ;
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+ hit_window_buffer = 250 .f ;
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if (mode == 2 )
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hit_window_buffer = 60 .f ;
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@@ -687,14 +687,14 @@ Calc::SequenceJack(const Finger& f, int track, int mode)
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// dunno if we should even multiply effective scaler again here,
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// since it's applied every step of the way in comp_diff and we
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// are taking the mean of comp_diff
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- fdiff = max_val ( comp_diff) * mean (eff_scalers) * 0 . 95f ;
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+ fdiff = comp_diff. back ( ) * mean (eff_scalers) * 1 . 55f ;
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else if (mode == 1 )
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// more burst oriented jacks, fuzzy math + intuition =
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// incomprehensible mess
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- fdiff = comp_diff.back () * eff_scalers. back ( ) * 0 .95f ;
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+ fdiff = comp_diff.back () * mean (eff_scalers ) * 1 .95f ;
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else if (mode == 2 )
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- // minijacks, we want them to pop on this pass, thankfully,
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- // that's easy to accomplish
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+ // minijacks, why does this seem to work so well?? it's
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+ // basically just ms + 60 i guess???? optimize later
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fdiff = comp_diff.front () * 0 .75f ;
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fdiff = CalcClamp (fdiff, 0 .f , max_diff);
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