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ComputePositions -> UpdatePositions
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@ -52,12 +52,12 @@ namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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ComputeInitialStates(obj.NestedHitObjects, direction, timeRange, length);
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// Nested hitobjects don't need to scroll, but they do need accurate positions
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ComputePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
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UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime, timeRange, length);
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}
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}
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}
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public void ComputePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
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public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime, double timeRange, Vector2 length)
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{
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foreach (var obj in hitObjects)
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{
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