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@ -401,15 +401,18 @@ namespace osu.Game.Screens.Edit.Compose.Components
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HitObject draggedObject = movementBlueprint.HitObject;
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// The final movement position, relative to screenSpaceMovementStartPosition
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// The final movement position, relative to movementBlueprintOriginalPosition
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Vector2 movePosition = movementBlueprintOriginalPosition.Value + e.ScreenSpaceMousePosition - e.ScreenSpaceMouseDownPosition;
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(Vector2 snappedPosition, double snappedTime) = snapProvider.GetSnappedPosition(ToLocalSpace(movePosition), draggedObject.StartTime);
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(Vector2 snappedPosition, _) = snapProvider.GetSnappedPosition(ToLocalSpace(movePosition), draggedObject.StartTime);
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// Move the hitobjects
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if (!selectionHandler.HandleMovement(new MoveSelectionEvent(movementBlueprint, ToScreenSpace(snappedPosition))))
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return true;
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// Todo: Temp
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(_, double snappedTime) = snapProvider.GetSnappedPosition(ToLocalSpace(snappedPosition), draggedObject.StartTime);
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// Apply the start time at the newly snapped-to position
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double offset = snappedTime - draggedObject.StartTime;
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foreach (HitObject obj in selectionHandler.SelectedHitObjects)
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