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Add new control point to legacy regeneration logic
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@ -166,6 +166,30 @@ namespace osu.Game.Beatmaps.Formats
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writer.WriteLine("[TimingPoints]");
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if (!(beatmap.ControlPointInfo is LegacyControlPointInfo)) // todo: always run this? probably no harm.
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{
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var legacyControlPoints = new LegacyControlPointInfo();
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foreach (var point in beatmap.ControlPointInfo.AllControlPoints)
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legacyControlPoints.Add(point.Time, point.DeepClone());
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beatmap.ControlPointInfo = legacyControlPoints;
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SampleControlPoint lastRelevantSamplePoint = null;
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// iterate over hitobjects and pull out all required sample 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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if (!hSamplePoint.IsRedundant(lastRelevantSamplePoint))
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{
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legacyControlPoints.Add(hSamplePoint.Time, hSamplePoint);
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lastRelevantSamplePoint = hSamplePoint;
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}
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}
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}
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foreach (var group in beatmap.ControlPointInfo.Groups)
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{
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var groupTimingPoint = group.ControlPoints.OfType<TimingControlPoint>().FirstOrDefault();
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@ -175,17 +199,17 @@ namespace osu.Game.Beatmaps.Formats
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{
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writer.Write(FormattableString.Invariant($"{groupTimingPoint.Time},"));
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writer.Write(FormattableString.Invariant($"{groupTimingPoint.BeatLength},"));
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outputControlPointEffectsAt(groupTimingPoint.Time, true);
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outputControlPointAt(groupTimingPoint.Time, true);
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}
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// Output any remaining effects as secondary non-timing control point.
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var difficultyPoint = beatmap.ControlPointInfo.DifficultyPointAt(group.Time);
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writer.Write(FormattableString.Invariant($"{group.Time},"));
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writer.Write(FormattableString.Invariant($"{-100 / difficultyPoint.SpeedMultiplier},"));
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outputControlPointEffectsAt(group.Time, false);
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outputControlPointAt(group.Time, false);
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}
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void outputControlPointEffectsAt(double time, bool isTimingPoint)
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void outputControlPointAt(double time, bool isTimingPoint)
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{
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var samplePoint = ((LegacyControlPointInfo)beatmap.ControlPointInfo).SamplePointAt(time);
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var effectPoint = beatmap.ControlPointInfo.EffectPointAt(time);
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