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Don't include nested hit objects' DifficultyControLPoints
in legacy encoder logic
The editor doesn't currently propagate velocity to nested objects. We're not yet sure whether it should or not. For now, let's just ignore nested objects' `DifficultyControlPoints` for simplicity. Note that this only affects osu! ruleset due to the pre-check on `isOsuRuleset`.
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@ -242,12 +242,7 @@ namespace osu.Game.Beatmaps.Formats
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yield break;
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foreach (var hitObject in hitObjects)
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{
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yield return hitObject.DifficultyControlPoint;
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foreach (var nested in collectDifficultyControlPoints(hitObject.NestedHitObjects))
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yield return nested;
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}
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}
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void extractDifficultyControlPoints(IEnumerable<HitObject> hitObjects)
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