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Remove outdated comment logic
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@ -762,7 +762,6 @@ namespace osu.Game.Screens.Select
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// scroll position at currentY makes the set panel appear at the very top of the carousel's screen space
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// move down by half of visible height (height of the carousel's visible extent, including semi-transparent areas)
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// then reapply the top semi-transparent area (because carousel's screen space starts below it)
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// and finally add half of the panel's own height to achieve vertical centering of the panel itself
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scrollTarget = currentY + DrawableCarouselBeatmapSet.HEIGHT - visibleHalfHeight + BleedTop;
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foreach (var b in set.Beatmaps)
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