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Centralise cases of performing actions on the current selection
By moving this to a central location, we can avoid invoking the EditorChangeHandler when there is no selection made. This helps alleviate the issue pointed out in https://github.com/ppy/osu/issues/11901, but not fix it completely.
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@ -495,8 +495,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// Apply the start time at the newly snapped-to position
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double offset = result.Time.Value - movementBlueprints.First().HitObject.StartTime;
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foreach (HitObject obj in Beatmap.SelectedHitObjects)
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obj.StartTime += offset;
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Beatmap.PerformOnSelection(obj => obj.StartTime += offset);
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}
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return true;
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