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Fix end time extent not being accounted for in new snap implementation
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@ -87,6 +87,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
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float snappedDistance = SnapProvider.FindSnappedDistance(ReferenceObject, travelLength / distanceSpacing);
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double snappedTime = StartTime + SnapProvider.DistanceToDuration(ReferenceObject, snappedDistance);
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if (snappedTime > LatestEndTime)
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{
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snappedDistance = SnapProvider.DurationToDistance(ReferenceObject, LatestEndTime.Value - ReferenceObject.StartTime);
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}
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// The multiplier can then be reapplied to the final position.
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Vector2 snappedPosition = StartPosition + travelVector.Normalized() * snappedDistance * distanceSpacing;
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