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Merge branch 'master' into backgrounded-beatmap-status-lookups
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@ -358,7 +358,7 @@ namespace osu.Game.Screens.Play
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// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
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// could process an extra frame after the GameplayClock is stopped.
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// In such cases we want the fail state to precede a user triggered pause.
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if (PauseOverlay.State == Visibility.Visible)
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if (PauseOverlay.State.Value == Visibility.Visible)
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PauseOverlay.Hide();
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failAnimation.Start();
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