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Add lenience to FramedBeatmapClock
workaround
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@ -124,7 +124,7 @@ namespace osu.Game.Beatmaps
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{
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base.Update();
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if (Source != null && Source is not IAdjustableClock && Source.CurrentTime < decoupledClock.CurrentTime)
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if (Source != null && Source is not IAdjustableClock && Source.CurrentTime < decoupledClock.CurrentTime - 100)
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{
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// InterpolatingFramedClock won't interpolate backwards unless its source has an ElapsedFrameTime.
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// See https://github.com/ppy/osu-framework/blob/ba1385330cc501f34937e08257e586c84e35d772/osu.Framework/Timing/InterpolatingFramedClock.cs#L91-L93
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