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Fix typo in long comment
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@ -92,7 +92,7 @@ namespace osu.Game.Screens.Play
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// This accounts for the clock source potentially taking time to enter a completely stopped state
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Seek(GameplayClock.CurrentTime);
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// The case which cause this to be added is FrameStabilityContainer, which manages its own current and elapsed time.
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// The case which caused this to be added is FrameStabilityContainer, which manages its own current and elapsed time.
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// Because we generally update our own current time quicker than children can query it (via Start/Seek/Update),
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// this means that the first frame ever exposed to children may have a non-zero current time.
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//
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