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Disallow mistimed firing of beat sync for break overlay for now
It doesn't work well with pause/resume.
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@ -53,6 +53,10 @@ namespace osu.Game.Screens.Play
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MinimumBeatLength = 200;
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// Doesn't play well with pause/unpause.
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// This might mean that some beats don't animate if the user is running <60fps, but we'll deal with that if anyone notices.
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AllowMistimedEventFiring = false;
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Child = fadeContainer = new Container
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{
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Alpha = 0,
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