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clarify logic
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9013c119ab
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@ -1082,26 +1082,12 @@ namespace osu.Game.Screens.Edit
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{
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double currentTime = clock.CurrentTimeAccurate;
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// Check if we are currently inside a hit object with node samples, if so seek to the next node sample point
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var current = direction < 1
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? editorBeatmap.HitObjects.LastOrDefault(p => p is IHasRepeats r && p.StartTime < currentTime && r.EndTime >= currentTime)
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: editorBeatmap.HitObjects.LastOrDefault(p => p is IHasRepeats r && p.StartTime <= currentTime && r.EndTime > currentTime);
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if (current == null)
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{
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if (direction < 1)
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{
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current = editorBeatmap.HitObjects.LastOrDefault(p => p.StartTime < currentTime);
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if (current != null)
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clock.SeekSmoothlyTo(current is IHasRepeats r ? r.EndTime : current.StartTime);
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}
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else
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{
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current = editorBeatmap.HitObjects.FirstOrDefault(p => p.StartTime > currentTime);
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if (current != null)
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clock.SeekSmoothlyTo(current.StartTime);
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}
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}
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else
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if (current != null)
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{
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// Find the next node sample point
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var r = (IHasRepeats)current;
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@ -1122,6 +1108,21 @@ namespace osu.Game.Screens.Edit
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clock.SeekSmoothlyTo(found);
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}
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else
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{
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if (direction < 1)
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{
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current = editorBeatmap.HitObjects.LastOrDefault(p => p.StartTime < currentTime);
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if (current != null)
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clock.SeekSmoothlyTo(current is IHasRepeats r ? r.EndTime : current.StartTime);
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}
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else
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{
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current = editorBeatmap.HitObjects.FirstOrDefault(p => p.StartTime > currentTime);
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if (current != null)
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clock.SeekSmoothlyTo(current.StartTime);
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}
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}
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// Show the sample edit popover at the current time
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ShowSampleEditPopoverRequested?.Invoke(clock.CurrentTimeAccurate);
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