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Reduce implementation overhead in actually positioning hitobjects and making them scroll.
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@ -37,7 +37,6 @@ namespace osu.Game.Rulesets.Timing
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/// <summary>
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/// Axes which the content of this container will scroll through.
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/// </summary>
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/// <returns></returns>
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public Axes ScrollingAxes { get; internal set; }
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public readonly MultiplierControlPoint ControlPoint;
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@ -83,7 +82,12 @@ namespace osu.Game.Rulesets.Timing
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public override void Add(DrawableHitObject drawable)
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{
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var scrollingHitObject = drawable as IScrollingHitObject;
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scrollingHitObject?.LifetimeOffset.BindTo(VisibleTimeRange);
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if (scrollingHitObject != null)
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{
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scrollingHitObject.LifetimeOffset.BindTo(VisibleTimeRange);
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scrollingHitObject.ScrollingAxes = ScrollingAxes;
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}
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base.Add(drawable);
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}
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