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Adjust TestSceneFailAnimation
to account for initial frequency change
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@ -56,10 +56,11 @@ namespace osu.Game.Tests.Visual.Gameplay
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private double lastFrequency = double.MaxValue;
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protected override void Update()
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protected override void UpdateAfterChildren()
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{
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base.Update();
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base.UpdateAfterChildren();
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// This must be done in UpdateAfterChildren to allow the gameplay clock to have updated before checking values.
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double freq = Beatmap.Value.Track.AggregateFrequency.Value;
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FrequencyIncreased |= freq > lastFrequency;
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