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Fix range selection crashing after non-mouse selection
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@ -80,7 +80,7 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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internal override bool MouseDownSelectionRequested(SelectionBlueprint<HitObject> blueprint, MouseButtonEvent e)
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{
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if (e.ShiftPressed && e.Button == MouseButton.Left && SelectedItems.Any())
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if (e.ShiftPressed && e.Button == MouseButton.Left && pivot != null)
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{
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handleRangeSelection(blueprint, e.ControlPressed);
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return true;
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