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fix CI
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@ -36,17 +36,16 @@ namespace osu.Game.Rulesets.Taiko.Mods
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{
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var taikoBeatmap = (TaikoBeatmap)beatmap;
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var controlPointInfo = taikoBeatmap.ControlPointInfo;
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List<Hit> toRemove = [];
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List<Hit> toRemove = new List<Hit>();
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// Snap conversions for rhythms
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var snapConversions = new Dictionary<int, int>()
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var snapConversions = new Dictionary<int, int>
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{
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{ 8, 4 }, // 1/8 snap to 1/4 snap
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{ 6, 4 }, // 1/6 snap to 1/4 snap
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{ 3, 2 }, // 1/3 snap to 1/2 snap
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};
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double beatLength = controlPointInfo.TimingPointAt(0).BeatLength;
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int patternStartIndex = 0;
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bool inPattern = false;
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@ -63,6 +62,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
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double snapValue = i < hits.Count - 1
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? getSnapBetweenNotes(controlPointInfo, hits[i], hits[i + 1])
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: 1; // No next note, default to a safe 1/1 snap
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if (snapValue == snapConversion.Key)
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{
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if (!inPattern)
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@ -71,6 +71,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
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}
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inPattern = true;
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}
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// check if end of pattern or if we're on the last note
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if ((inPattern && snapValue != snapConversion.Key) || i == hits.Count)
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{
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@ -95,7 +96,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
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// 1/6 and 1/3: Adjust the second note and remove the third
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if (currentHitPosition % 3 == 1)
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{
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hits[j].StartTime = hits[j - 1].StartTime + controlPointInfo.TimingPointAt(hits[j].StartTime).BeatLength / Convert.ToDouble(snapConversion.Value);
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hits[j].StartTime = hits[j - 1].StartTime + (controlPointInfo.TimingPointAt(hits[j].StartTime).BeatLength / Convert.ToDouble(snapConversion.Value));
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}
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else if (currentHitPosition % 3 == 2)
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{
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