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Fix spectator clock container incorrectly starting catch-up clock
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@ -55,6 +55,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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public SpectatorGameplayClockContainer([NotNull] IClock sourceClock)
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: base(sourceClock)
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{
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// the container should initially be in a stopped state until the catch-up clock is started by the sync manager.
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Stop();
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}
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protected override void Update()
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@ -101,7 +101,7 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// Stops gameplay.
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/// </summary>
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public virtual void Stop() => IsPaused.Value = true;
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public void Stop() => IsPaused.Value = true;
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/// <summary>
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/// Resets this <see cref="GameplayClockContainer"/> and the source to an initial state ready for gameplay.
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