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Allow FrameStabilityContainer to handle waiting-for-data state better (and pause outwards)
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@ -96,6 +96,7 @@ namespace osu.Game.Rulesets.UI
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public override bool UpdateSubTree()
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{
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requireMoreUpdateLoops = true;
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validState = !frameStableClock.IsPaused.Value;
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int loops = 0;
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@ -191,7 +192,7 @@ namespace osu.Game.Rulesets.UI
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finally
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{
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if (newProposedTime != manualClock.CurrentTime)
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direction = newProposedTime > manualClock.CurrentTime ? 1 : -1;
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direction = newProposedTime >= manualClock.CurrentTime ? 1 : -1;
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manualClock.CurrentTime = newProposedTime;
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manualClock.Rate = Math.Abs(parentGameplayClock.Rate) * direction;
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