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Ensure all hitobject level control points are populated before calling virtual
defaults application
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@ -106,8 +106,6 @@ namespace osu.Game.Rulesets.Objects
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/// <param name="cancellationToken">The cancellation token.</param>
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/// <param name="cancellationToken">The cancellation token.</param>
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public void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty, CancellationToken cancellationToken = default)
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public void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty, CancellationToken cancellationToken = default)
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{
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{
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ApplyDefaultsToSelf(controlPointInfo, difficulty);
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if (controlPointInfo is LegacyControlPointInfo legacyInfo)
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if (controlPointInfo is LegacyControlPointInfo legacyInfo)
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{
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{
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// This is done here since ApplyDefaultsToSelf may be used to determine the end time
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// This is done here since ApplyDefaultsToSelf may be used to determine the end time
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@ -120,6 +118,8 @@ namespace osu.Game.Rulesets.Objects
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DifficultyControlPoint ??= DifficultyControlPoint.DEFAULT;
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DifficultyControlPoint ??= DifficultyControlPoint.DEFAULT;
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}
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}
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ApplyDefaultsToSelf(controlPointInfo, difficulty);
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nestedHitObjects.Clear();
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nestedHitObjects.Clear();
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CreateNestedHitObjects(cancellationToken);
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CreateNestedHitObjects(cancellationToken);
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