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Remove start/stop clock logic
Beatmap track shouldn't be start/stopped anyway - the IAdjustableClock should be DI'd in to perform the functionality.
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@ -56,13 +56,6 @@ namespace osu.Game.Tests.Visual
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{
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{
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base.Update();
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base.Update();
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// We don't have any explicit way to start/stop the track, but want a relatively accurate IsRunning state
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// The track's IsRunning state is used to determine our clock's IsRunning state
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if (osuGame.Beatmap.Value.Track.IsRunning)
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Clock.Start();
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else
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Clock.Stop();
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Clock.ProcessFrame();
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Clock.ProcessFrame();
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}
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}
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