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Simplify code
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@ -230,8 +230,6 @@ namespace osu.Game.Rulesets.Osu.Edit
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if (!snapToVisibleBlueprints(screenSpacePosition, out var snapResult))
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return null;
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snapResult.Time ??= fallbackTime;
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if (DistanceSnapProvider.DistanceSnapToggle.Value != TernaryState.True || distanceSnapGrid == null)
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return snapResult;
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@ -244,8 +242,9 @@ namespace osu.Game.Rulesets.Osu.Edit
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// The easiest way to ensure this is to attempt application of distance snap after a nearby object is found, and copy over
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// the time value if the proposed positions are roughly the same.
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(Vector2 distanceSnappedPosition, double distanceSnappedTime) = distanceSnapGrid.GetSnappedPosition(distanceSnapGrid.ToLocalSpace(snapResult.ScreenSpacePosition));
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if (Precision.AlmostEquals(distanceSnapGrid.ToScreenSpace(distanceSnappedPosition), snapResult.ScreenSpacePosition, 1))
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snapResult.Time = distanceSnappedTime;
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snapResult.Time = Precision.AlmostEquals(distanceSnapGrid.ToScreenSpace(distanceSnappedPosition), snapResult.ScreenSpacePosition, 1)
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? distanceSnappedTime
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: fallbackTime;
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return snapResult;
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}
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