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Remove bogus InternalChildren
null-check
`InternalChildren` can't viably be `null`, and if it were, we have bigger problems. The removed null-check was triggering false-positive inspections further down.
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@ -57,7 +57,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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base.Update();
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// store X before checking wide enough so if we perform layout there is no positional discrepancy.
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float currentX = (InternalChildren?.FirstOrDefault()?.X ?? 0) - (float)Clock.ElapsedFrameTime * 0.1f;
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float currentX = (InternalChildren.FirstOrDefault()?.X ?? 0) - (float)Clock.ElapsedFrameTime * 0.1f;
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// ensure we have enough sprites
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if (!InternalChildren.Any()
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