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Avoid mixing precision across time ramp bindables
Bears no functional difference, it's just a bit less of an eyesore.
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@ -57,7 +57,7 @@ namespace osu.Game.Rulesets.Mods
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FinalRate.BindValueChanged(val =>
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{
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if (val.NewValue >= InitialRate.Value)
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InitialRate.Value = val.NewValue + FinalRate.Precision;
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InitialRate.Value = val.NewValue + InitialRate.Precision;
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});
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}
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}
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@ -57,7 +57,7 @@ namespace osu.Game.Rulesets.Mods
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FinalRate.BindValueChanged(val =>
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{
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if (val.NewValue <= InitialRate.Value)
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InitialRate.Value = val.NewValue - FinalRate.Precision;
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InitialRate.Value = val.NewValue - InitialRate.Precision;
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});
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}
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}
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