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Always use current timing point for circle piece animation
Using `LifetimeStart` seemed arbitrary and wrong not only in a compatibility-with-stable sense, but also in a general sanity sense (why would each object potentially be using a different timing point to animate?)
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@ -117,7 +117,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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if (beatSyncProvider?.ControlPoints != null)
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{
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beatLength = beatSyncProvider.ControlPoints.TimingPointAt(LifetimeStart).BeatLength;
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beatLength = beatSyncProvider.ControlPoints.TimingPointAt(Time.Current).BeatLength;
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animationFrame = Time.Current % ((beatLength * 2) / multiplier) >= beatLength / multiplier ? 0 : 1;
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