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Move PostProcessing to after control points applied and nested hit objects created.
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@ -116,9 +116,6 @@ namespace osu.Game.Beatmaps
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mod.ApplyToDifficulty(converted.BeatmapInfo.BaseDifficulty);
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}
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// Post-process
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rulesetInstance.CreateBeatmapProcessor(converted)?.PostProcess();
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// Compute default values for hitobjects, including creating nested hitobjects in-case they're needed
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foreach (var obj in converted.HitObjects)
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obj.ApplyDefaults(converted.ControlPointInfo, converted.BeatmapInfo.BaseDifficulty);
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@ -127,6 +124,9 @@ namespace osu.Game.Beatmaps
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foreach (var obj in converted.HitObjects)
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mod.ApplyToHitObject(obj);
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// Post-process
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rulesetInstance.CreateBeatmapProcessor(converted)?.PostProcess();
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return converted;
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}
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