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Stop ``BPMCounter.cs
``'s value from going to 0 after failing.
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@ -26,6 +26,9 @@ namespace osu.Game.Screens.Play.HUD
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[Resolved]
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[Resolved]
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private IGameplayClock gameplayClock { get; set; } = null!;
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private IGameplayClock gameplayClock { get; set; } = null!;
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[Resolved]
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private Player player { get; set; } = null!;
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load(OsuColour colour)
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private void load(OsuColour colour)
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{
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{
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@ -38,7 +41,7 @@ namespace osu.Game.Screens.Play.HUD
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base.Update();
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base.Update();
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//We don't want it going to 0 when we pause. so we block the updates
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//We don't want it going to 0 when we pause. so we block the updates
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if (gameplayClock.IsPaused.Value) return;
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if (gameplayClock.IsPaused.Value || player.GameplayState.HasFailed) return;
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// We want to check Rate every update to cover windup/down
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// We want to check Rate every update to cover windup/down
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Current.Value = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(gameplayClock.CurrentTime).BPM * gameplayClock.Rate;
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Current.Value = beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(gameplayClock.CurrentTime).BPM * gameplayClock.Rate;
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