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Also add potentially missed intermediate parents
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@ -117,9 +117,11 @@ namespace osu.Game.Rulesets.Difficulty
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foreach (var hitObject in getDifficultyHitObjects())
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{
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// Add hitobjects between the original and progressive beatmap until the current hitobject's parent appears in the progressive beatmap.
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// This covers cases where hitobjects aren't assigned "difficulty" representations because they don't meaningfully contribute to the calculations.
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HitObject parent = hitObjectParentLinks[hitObject.BaseObject];
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if (progressiveBeatmap.HitObjects.Count == 0 || parent != progressiveBeatmap.HitObjects[^1])
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progressiveBeatmap.HitObjects.Add(parent);
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while (progressiveBeatmap.HitObjects.LastOrDefault() != parent)
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progressiveBeatmap.HitObjects.Add(Beatmap.HitObjects[progressiveBeatmap.HitObjects.Count]);
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foreach (var skill in skills)
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{
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