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Fix target mod crashing if beatmap is played with a break after all hitobjects
Closes https://github.com/ppy/osu/issues/20161.
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@@ -362,10 +362,12 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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return breaks.Any(breakPeriod =>
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{
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var firstObjAfterBreak = originalHitObjects.First(obj => almostBigger(obj.StartTime, breakPeriod.EndTime));
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OsuHitObject? firstObjAfterBreak = originalHitObjects.FirstOrDefault(obj => almostBigger(obj.StartTime, breakPeriod.EndTime));
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return almostBigger(time, breakPeriod.StartTime)
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&& definitelyBigger(firstObjAfterBreak.StartTime, time);
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// There should never really be a break section with no objects after it, but we've seen crashes from users with malformed beatmaps,
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// so it's best to guard against this.
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&& (firstObjAfterBreak == null || definitelyBigger(firstObjAfterBreak.StartTime, time));
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});
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}
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