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Standardise control point search logic in OverlappingScrollAlgorithm
Was using a very local algorithm which I cannot guarantee is correct. I'd rather it just use the one used everywhere else.
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@ -11,12 +11,12 @@ namespace osu.Game.Rulesets.Timing
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/// <summary>
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/// A control point which adds an aggregated multiplier based on the provided <see cref="TimingPoint"/>'s BeatLength and <see cref="EffectPoint"/>'s SpeedMultiplier.
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/// </summary>
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public class MultiplierControlPoint : IComparable<MultiplierControlPoint>
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public class MultiplierControlPoint : IComparable<MultiplierControlPoint>, IControlPoint
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{
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/// <summary>
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/// The time in milliseconds at which this <see cref="MultiplierControlPoint"/> starts.
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/// </summary>
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public double StartTime;
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public double Time { get; set; }
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/// <summary>
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/// The aggregate multiplier which this <see cref="MultiplierControlPoint"/> provides.
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@ -54,13 +54,13 @@ namespace osu.Game.Rulesets.Timing
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/// <summary>
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/// Creates a <see cref="MultiplierControlPoint"/>.
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/// </summary>
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/// <param name="startTime">The start time of this <see cref="MultiplierControlPoint"/>.</param>
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public MultiplierControlPoint(double startTime)
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/// <param name="time">The start time of this <see cref="MultiplierControlPoint"/>.</param>
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public MultiplierControlPoint(double time)
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{
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StartTime = startTime;
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Time = time;
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}
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// ReSharper disable once ImpureMethodCallOnReadonlyValueField
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public int CompareTo(MultiplierControlPoint other) => StartTime.CompareTo(other?.StartTime);
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public int CompareTo(MultiplierControlPoint other) => Time.CompareTo(other?.Time);
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}
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}
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