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Reimplement select mod track adjustments
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@ -46,14 +46,7 @@ namespace osu.Game.Beatmaps
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return b;
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});
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track = new RecyclableLazy<Track>(() =>
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{
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// we want to ensure that we always have a track, even if it's a fake one.
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var t = GetTrack() ?? new VirtualBeatmapTrack(Beatmap);
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// applyRateAdjustments(t);
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return t;
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});
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track = new RecyclableLazy<Track>(() => GetTrack() ?? new VirtualBeatmapTrack(Beatmap));
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background = new RecyclableLazy<Texture>(GetBackground, BackgroundStillValid);
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waveform = new RecyclableLazy<Waveform>(GetWaveform);
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storyboard = new RecyclableLazy<Storyboard>(GetStoryboard);
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@ -183,16 +176,6 @@ namespace osu.Game.Beatmaps
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/// </summary>
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public void RecycleTrack() => track.Recycle();
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// private void applyRateAdjustments(Track t = null)
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// {
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// if (t == null && track.IsResultAvailable) t = Track;
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// if (t == null) return;
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//
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// t.ResetSpeedAdjustments();
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// foreach (var mod in Mods.Value.OfType<IApplicableToClock>())
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// mod.ApplyToClock(t);
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// }
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public class RecyclableLazy<T>
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{
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private Lazy<T> lazy;
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