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Fix potential endless taiko beatmap conversion
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@ -8,6 +8,7 @@ using osu.Game.Rulesets.Taiko.Objects;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Utils;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Formats;
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@ -87,6 +88,9 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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{
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List<IList<HitSampleInfo>> allSamples = obj is IHasPathWithRepeats curveData ? curveData.NodeSamples : new List<IList<HitSampleInfo>>(new[] { samples });
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if (Precision.AlmostEquals(0, tickSpacing))
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yield break;
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int i = 0;
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for (double j = obj.StartTime; j <= obj.StartTime + taikoDuration + tickSpacing / 8; j += tickSpacing)
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