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Fix random mod needlessly trying to fix nested object positions on its own
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1c23fd31d7
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@ -232,8 +232,6 @@ namespace osu.Game.Rulesets.Osu.Utils
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slider.Position = workingObject.PositionModified = new Vector2(newX, newY);
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workingObject.EndPositionModified = slider.EndPosition;
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shiftNestedObjects(slider, workingObject.PositionModified - workingObject.PositionOriginal);
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return workingObject.PositionModified - previousPosition;
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}
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@ -307,22 +305,6 @@ namespace osu.Game.Rulesets.Osu.Utils
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return new RectangleF(left, top, right - left, bottom - top);
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}
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/// <summary>
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/// Shifts all nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s by the specified shift.
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/// </summary>
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/// <param name="slider"><see cref="Slider"/> whose nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted</param>
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/// <param name="shift">The <see cref="Vector2"/> the <see cref="Slider"/>'s nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted by</param>
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private static void shiftNestedObjects(Slider slider, Vector2 shift)
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{
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foreach (var hitObject in slider.NestedHitObjects.Where(o => o is SliderTick || o is SliderRepeat))
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{
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if (!(hitObject is OsuHitObject osuHitObject))
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continue;
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osuHitObject.Position += shift;
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}
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}
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/// <summary>
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/// Clamp a position to playfield, keeping a specified distance from the edges.
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/// </summary>
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