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Make snapped time always positive
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@ -183,9 +183,15 @@ namespace osu.Game.Beatmaps.ControlPoints
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private static double getClosestSnappedTime(TimingControlPoint timingPoint, double time, int beatDivisor)
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{
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double beatLength = timingPoint.BeatLength / beatDivisor;
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int beatLengths = (int)Math.Round((time - timingPoint.Time) / beatLength, MidpointRounding.AwayFromZero);
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double beats = (Math.Max(time, 0) - timingPoint.Time) / beatLength;
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return timingPoint.Time + beatLengths * beatLength;
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int roundedBeats = (int)Math.Round(beats, MidpointRounding.AwayFromZero);
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double snappedTime = timingPoint.Time + roundedBeats * beatLength;
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if (snappedTime >= 0)
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return snappedTime;
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return snappedTime + beatLength;
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}
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/// <summary>
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