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Refactor pause logic so GameplayClockContainer is in control
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@ -118,11 +118,16 @@ namespace osu.Game.Screens.Play
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// This accounts for the audio clock source potentially taking time to enter a completely stopped state
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adjustableClock.Seek(adjustableClock.CurrentTime);
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adjustableClock.Start();
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IsPaused.Value = false;
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}
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public void Seek(double time) => adjustableClock.Seek(time);
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public void Stop() => adjustableClock.Stop();
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public void Stop()
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{
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adjustableClock.Stop();
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IsPaused.Value = true;
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}
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public void ResetLocalAdjustments()
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{
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