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Apply batch fixing of built-in types using var
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@ -183,7 +183,7 @@ namespace osu.Game.Screens.Edit
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public void Add(HitObject hitObject)
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{
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// Preserve existing sorting order in the beatmap
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var insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
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int insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
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Insert(insertionIndex + 1, hitObject);
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}
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@ -332,7 +332,7 @@ namespace osu.Game.Screens.Edit
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// For now we'll remove and re-add the hitobject. This is not optimal and can be improved if required.
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mutableHitObjects.Remove(hitObject);
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var insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
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int insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
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mutableHitObjects.Insert(insertionIndex + 1, hitObject);
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Update(hitObject);
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