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Remove secondary schedule logic
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81f30cd264
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@ -77,7 +77,7 @@ namespace osu.Game.Screens.Edit
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/// <param name="hitObject">The <see cref="HitObject"/> to update.</param>
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/// <param name="hitObject">The <see cref="HitObject"/> to update.</param>
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public void UpdateHitObject([NotNull] HitObject hitObject) => updateHitObject(hitObject, false);
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public void UpdateHitObject([NotNull] HitObject hitObject) => updateHitObject(hitObject, false);
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private void updateHitObject([CanBeNull] HitObject hitObject, bool silent)
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private void updateHitObject([CanBeNull] HitObject hitObject, bool silent, bool performAdd = false)
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{
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{
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if (hitObject != null)
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if (hitObject != null)
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pendingUpdates.Add(hitObject);
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pendingUpdates.Add(hitObject);
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@ -93,6 +93,12 @@ namespace osu.Game.Screens.Edit
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beatmapProcessor?.PostProcess();
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beatmapProcessor?.PostProcess();
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if (performAdd)
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{
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foreach (var obj in pendingUpdates)
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HitObjectAdded?.Invoke(obj);
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}
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if (!silent)
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if (!silent)
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{
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{
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foreach (var obj in pendingUpdates)
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foreach (var obj in pendingUpdates)
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@ -158,14 +164,8 @@ namespace osu.Game.Screens.Edit
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{
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{
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trackStartTime(hitObject);
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trackStartTime(hitObject);
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updateHitObject(hitObject, true);
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mutableHitObjects.Insert(index, hitObject);
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updateHitObject(hitObject, true, true);
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// must occur after the batch-scheduled ApplyDefaults.
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Schedule(() =>
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{
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mutableHitObjects.Insert(index, hitObject);
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HitObjectAdded?.Invoke(hitObject);
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});
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}
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}
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/// <summary>
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/// <summary>
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