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fix typos and newlines
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@ -460,7 +460,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// Movement is tracked from the blueprint of the earliest item, since it only makes sense to distance snap from that item
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movementBlueprints = SortForMovement(SelectionHandler.SelectedBlueprints).ToArray();
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movementBlueprintsOriginalPositions = movementBlueprints.Select(m => m.ScreenSpaceSelectionPoints).ToArray();
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return true;
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}
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@ -515,7 +514,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// Check for positional snap for given blueprint.
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/// </summary>
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/// <param name="blueprint">The blueprint to check for snapping</param>
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/// <param name="distanceTravelled">Distance traveled since start of dragging action. </param>
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/// <param name="distanceTravelled">Distance travelled since start of dragging action. </param>
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/// <param name="originalPositions">The selection positions of blueprint before start of dragging action. </param>
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/// <returns>Whether found object to snap to.</returns>
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private bool checkSnappingBlueprintToNearbyObjects(SelectionBlueprint<T> blueprint, Vector2 distanceTravelled, Vector2[] originalPositions)
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@ -537,7 +536,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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if (SelectionHandler.HandleMovement(new MoveSelectionEvent<T>(blueprint, delta)))
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return true;
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}
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return false;
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}
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