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Check if path lists are empty
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@ -261,14 +261,17 @@ namespace osu.Game.Rulesets.Objects
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// The current vertex ends the segment
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var segmentVertices = vertices.AsSpan().Slice(start, i - start + 1);
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var segmentType = ControlPoints[start].Type ?? PathType.Linear;
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// No need to calculate path when there is only 1 vertex
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if (segmentVertices.Length == 1)
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calculatedPath.Add(segmentVertices[0]);
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else if (segmentVertices.Length > 1)
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{
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List<Vector2> subPath = calculateSubPath(segmentVertices, segmentType);
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// Skip the first vertex if it is the same as the last vertex from the previous segment
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int skipFirst = calculatedPath.Last() == segmentVertices[0] ? 1 : 0;
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foreach (Vector2 t in calculateSubPath(segmentVertices, segmentType).Skip(skipFirst))
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int skipFirst = calculatedPath.Count > 0 && subPath.Count > 0 && calculatedPath.Last() == subPath[0] ? 1 : 0;
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foreach (Vector2 t in subPath.Skip(skipFirst))
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calculatedPath.Add(t);
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}
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