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Fix breaks being culled too early
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@ -307,12 +307,7 @@ namespace osu.Game.Beatmaps.Formats
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double start = getOffsetTime(Parsing.ParseDouble(split[1]));
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double end = Math.Max(start, getOffsetTime(Parsing.ParseDouble(split[2])));
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var breakEvent = new BreakPeriod(start, end);
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if (!breakEvent.HasEffect)
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return;
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beatmap.Breaks.Add(breakEvent);
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beatmap.Breaks.Add(new BreakPeriod(start, end));
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break;
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}
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}
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@ -107,6 +107,9 @@ namespace osu.Game.Rulesets.Mods
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{
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foreach (var breakPeriod in Breaks)
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{
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if (!breakPeriod.HasEffect)
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continue;
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if (breakPeriod.Duration < FLASHLIGHT_FADE_DURATION * 2) continue;
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this.Delay(breakPeriod.StartTime + FLASHLIGHT_FADE_DURATION).FadeOutFromOne(FLASHLIGHT_FADE_DURATION);
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