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Fix placement blueprints not being correctly removed after a rolled back placement
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@ -196,7 +196,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void refreshTool()
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{
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removePlacement();
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createPlacement();
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ensurePlacementCreated();
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}
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private void updatePlacementPosition()
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@ -215,15 +215,26 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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base.Update();
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if (Composer.CursorInPlacementArea)
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createPlacement();
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else if (currentPlacement?.PlacementActive == false)
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removePlacement();
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if (currentPlacement != null)
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{
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updatePlacementPosition();
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switch (currentPlacement.PlacementActive)
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{
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case PlacementBlueprint.PlacementState.Waiting:
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if (!Composer.CursorInPlacementArea)
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removePlacement();
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break;
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case PlacementBlueprint.PlacementState.Finished:
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removePlacement();
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break;
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}
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}
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if (Composer.CursorInPlacementArea)
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ensurePlacementCreated();
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if (currentPlacement != null)
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updatePlacementPosition();
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}
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protected sealed override SelectionBlueprint CreateBlueprintFor(HitObject hitObject)
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@ -249,7 +260,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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NewCombo.Value = TernaryState.False;
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}
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private void createPlacement()
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private void ensurePlacementCreated()
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{
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if (currentPlacement != null) return;
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