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Make added effect points inherit previous effect point settings
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@ -65,17 +65,16 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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foreach (HitObject hitObject in original.HitObjects)
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foreach (HitObject hitObject in original.HitObjects)
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{
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{
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double nextScrollSpeed = hitObject.DifficultyControlPoint.SliderVelocity;
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double nextScrollSpeed = hitObject.DifficultyControlPoint.SliderVelocity;
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EffectControlPoint currentEffectPoint = converted.ControlPointInfo.EffectPointAt(hitObject.StartTime);
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if (!Precision.AlmostEquals(lastScrollSpeed, nextScrollSpeed))
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if (!Precision.AlmostEquals(lastScrollSpeed, nextScrollSpeed, acceptableDifference: currentEffectPoint.ScrollSpeedBindable.Precision))
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{
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{
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EffectControlPoint currentControlPoint = converted.ControlPointInfo.EffectPointAt(hitObject.StartTime);
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converted.ControlPointInfo.Add(hitObject.StartTime, new EffectControlPoint
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{
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if (Precision.AlmostEquals(currentControlPoint.Time, hitObject.StartTime))
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KiaiMode = currentEffectPoint.KiaiMode,
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currentControlPoint.ScrollSpeed = nextScrollSpeed;
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OmitFirstBarLine = currentEffectPoint.OmitFirstBarLine,
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else
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ScrollSpeed = lastScrollSpeed = nextScrollSpeed,
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converted.ControlPointInfo.Add(hitObject.StartTime, new EffectControlPoint { ScrollSpeed = nextScrollSpeed });
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});
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lastScrollSpeed = nextScrollSpeed;
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}
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}
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}
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}
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}
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}
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