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Populate new approach rate where required
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@ -139,27 +139,26 @@ namespace osu.Game.Rulesets.UI.Scrolling
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// Merge sequences of timing and difficulty control points to create the aggregate "multiplier" control point
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var lastTimingPoint = new TimingControlPoint();
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var lastDifficultyPoint = new DifficultyControlPoint();
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var lastEffectPoint = new EffectControlPoint();
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var allPoints = new SortedList<ControlPoint>(Comparer<ControlPoint>.Default);
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allPoints.AddRange(Beatmap.ControlPointInfo.TimingPoints);
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// TODO: fix
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//allPoints.AddRange(Beatmap.ControlPointInfo.DifficultyPoints);
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allPoints.AddRange(Beatmap.ControlPointInfo.TimingPoints);
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allPoints.AddRange(Beatmap.ControlPointInfo.EffectPoints);
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// Generate the timing points, making non-timing changes use the previous timing change and vice-versa
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var timingChanges = allPoints.Select(c =>
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{
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if (c is TimingControlPoint timingPoint)
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lastTimingPoint = timingPoint;
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else if (c is DifficultyControlPoint difficultyPoint)
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lastDifficultyPoint = difficultyPoint;
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else if (c is EffectControlPoint difficultyPoint)
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lastEffectPoint = difficultyPoint;
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return new MultiplierControlPoint(c.Time)
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{
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Velocity = Beatmap.BeatmapInfo.BaseDifficulty.SliderMultiplier,
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BaseBeatLength = baseBeatLength,
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TimingPoint = lastTimingPoint,
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DifficultyPoint = lastDifficultyPoint
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EffectPoint = lastEffectPoint
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};
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});
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