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Update timeline blueprint's end time logic to better match new blueprint implementation
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@ -424,9 +424,9 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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break;
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break;
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case IHasDuration endTimeHitObject:
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case IHasDuration endTimeHitObject:
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double snappedTime = Math.Max(hitObject.StartTime, beatSnapProvider.SnapTime(time));
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double snappedTime = Math.Max(hitObject.StartTime + beatSnapProvider.GetBeatLengthAtTime(hitObject.StartTime), beatSnapProvider.SnapTime(time));
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if (endTimeHitObject.EndTime == snappedTime || Precision.AlmostEquals(snappedTime, hitObject.StartTime, beatmap.GetBeatLengthAtTime(snappedTime)))
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if (endTimeHitObject.EndTime == snappedTime)
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return;
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return;
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endTimeHitObject.Duration = snappedTime - hitObject.StartTime;
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endTimeHitObject.Duration = snappedTime - hitObject.StartTime;
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