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Split ControlPoint into different types.
# Conflicts: # osu.Game.Rulesets.Mania/UI/Column.cs
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@ -123,7 +123,7 @@ namespace osu.Game.Screens.Play
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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var firstObjectTime = HitRenderer.Objects.First().StartTime;
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decoupledClock.Seek(Math.Min(0, firstObjectTime - Math.Max(Beatmap.Beatmap.TimingInfo.BeatLengthAt(firstObjectTime) * 4, Beatmap.BeatmapInfo.AudioLeadIn)));
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decoupledClock.Seek(Math.Min(0, firstObjectTime - Math.Max(Beatmap.Beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, Beatmap.BeatmapInfo.AudioLeadIn)));
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decoupledClock.ProcessFrame();
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offsetClock = new FramedOffsetClock(decoupledClock);
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