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Reduce implementation overhead in actually positioning hitobjects and making them scroll.
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@ -53,6 +53,8 @@ namespace osu.Game.Rulesets.Timing
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/// </summary>
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internal MultiplierControlPoint ControlPoint;
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private Cached<double> durationBacking;
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protected override int Compare(Drawable x, Drawable y)
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{
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var xHitObject = x as DrawableHitObject;
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@ -93,8 +95,6 @@ namespace osu.Game.Rulesets.Timing
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base.InvalidateFromChild(invalidation);
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}
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private Cached<double> durationBacking;
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private double computeDuration()
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{
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if (!Children.Any())
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