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Use better fallback
Seems better to use the rate from a non-gameplay clock than to arbitrarily apply 1.
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@ -704,7 +704,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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}
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Result.RawTime = Time.Current;
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Result.RawTime = Time.Current;
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Result.GameplayRate = (Clock as IGameplayClock)?.GetTrueGameplayRate() ?? 1.0;
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Result.GameplayRate = (Clock as IGameplayClock)?.GetTrueGameplayRate() ?? Clock.Rate;
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if (Result.HasResult)
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if (Result.HasResult)
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updateState(Result.IsHit ? ArmedState.Hit : ArmedState.Miss);
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updateState(Result.IsHit ? ArmedState.Hit : ArmedState.Miss);
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