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This is another similar case where stable floating point precision comes
into play due to use of `hitObjectManager.Beatmap.BpmMultiplierAt` (see
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.. | ||
Drawables | ||
HitCircle.cs | ||
ISliderProgress.cs | ||
OsuHitObject.cs | ||
Slider.cs | ||
SliderEndCircle.cs | ||
SliderHeadCircle.cs | ||
SliderRepeat.cs | ||
SliderTailCircle.cs | ||
SliderTick.cs | ||
Spinner.cs | ||
SpinnerBonusTick.cs | ||
SpinnerTick.cs |