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Make currentEffectPoint non-nullable
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@@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Objects
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for (int i = 0; i < timingPoints.Count; i++)
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{
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TimingControlPoint currentTimingPoint = timingPoints[i];
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EffectControlPoint? currentEffectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTimingPoint.Time);
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EffectControlPoint currentEffectPoint = beatmap.ControlPointInfo.EffectPointAt(currentTimingPoint.Time);
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int currentBeat = 0;
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// Stop on the next timing point, or if there is no next timing point stop slightly past the last object
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@@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Objects
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double startTime = currentTimingPoint.Time;
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double barLength = currentTimingPoint.BeatLength * currentTimingPoint.TimeSignature.Numerator;
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if (currentEffectPoint != null && currentEffectPoint.OmitFirstBarLine)
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if (currentEffectPoint.OmitFirstBarLine)
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{
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startTime += barLength;
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}
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