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Refactor logic to avoid TimelineSelectionHandler
having to block base calls
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@ -54,14 +54,19 @@ namespace osu.Game.Rulesets.Catch.Edit
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public override bool HandleFlip(Direction direction, bool flipOverOrigin)
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{
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if (SelectedItems.Count == 0 && !flipOverOrigin)
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return false;
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var selectionRange = CatchHitObjectUtils.GetPositionRange(SelectedItems);
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bool changed = false;
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EditorBeatmap.PerformOnSelection(h =>
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{
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if (h is CatchHitObject catchObject)
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changed |= handleFlip(selectionRange, catchObject, flipOverOrigin);
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});
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return changed;
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}
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