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Fix lead-in time now being long enough in many cases
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@ -138,10 +138,9 @@ namespace osu.Game.Screens.Play
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sourceClock = (IAdjustableClock)working.Track ?? new StopwatchClock();
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adjustableClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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var firstObjectTime = RulesetContainer.Objects.First().StartTime;
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adjustableClock.Seek(AllowLeadIn
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? Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn))
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: firstObjectTime);
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? Math.Min(RulesetContainer.GameplayStartTime, beatmap.HitObjects.First().StartTime - beatmap.BeatmapInfo.AudioLeadIn)
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: RulesetContainer.GameplayStartTime);
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adjustableClock.ProcessFrame();
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@ -199,7 +198,7 @@ namespace osu.Game.Screens.Play
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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},
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new SkipOverlay(firstObjectTime)
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new SkipOverlay(RulesetContainer.GameplayStartTime)
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{
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Clock = Clock, // skip button doesn't want to use the audio clock directly
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ProcessCustomClock = false,
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