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Populate new approach rate where required
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@ -184,7 +184,7 @@ namespace osu.Game.Beatmaps.Formats
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SampleControlPoint lastRelevantSamplePoint = null;
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DifficultyControlPoint lastRelevantDifficultyPoint = null;
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// iterate over hitobjects and pull out all required sample changes
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// iterate over hitobjects and pull out all required sample and difficulty changes
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foreach (var h in beatmap.HitObjects)
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{
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var hSamplePoint = h.SampleControlPoint;
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@ -202,6 +202,8 @@ namespace osu.Game.Beatmaps.Formats
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lastRelevantSamplePoint = hSamplePoint;
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}
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}
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// TODO: we need to pull out approach rate from EffectControlPoint and shove it in with difficulty points where necessary...
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}
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foreach (var group in beatmap.ControlPointInfo.Groups)
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