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Fix FollowPointConnection
pool filling up when follow points are hidden
Closes https://github.com/ppy/osu/issues/26642. I think this applied to all pooling cases here.
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@ -153,6 +153,9 @@ namespace osu.Game.Rulesets.Objects.Pooling
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protected override bool CheckChildrenLife()
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{
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if (!IsPresent)
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return false;
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bool aliveChanged = base.CheckChildrenLife();
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aliveChanged |= lifetimeManager.Update(Time.Current - PastLifetimeExtension, Time.Current + FutureLifetimeExtension);
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return aliveChanged;
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