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Remove redundant ProcessFrame
calls
Of note, I'm not sure whether the `IsPaused` check was meaningful, but it's not reimplemented in the new `FramedBeatmapClock`.
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@ -117,9 +117,6 @@ namespace osu.Game.Screens.Play
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GameplayClock.Seek(time);
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// Manually process to make sure the gameplay clock is correctly updated after a seek.
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GameplayClock.ProcessFrame();
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OnSeek?.Invoke();
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}
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@ -163,14 +160,6 @@ namespace osu.Game.Screens.Play
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ChangeSource(SourceClock);
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}
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protected override void Update()
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{
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if (!IsPaused.Value)
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GameplayClock.ProcessFrame();
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base.Update();
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}
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/// <summary>
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/// Invoked when the value of <see cref="IsPaused"/> is changed to start or stop the <see cref="GameplayClock"/> clock.
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/// </summary>
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