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Simplify RulesetInputManager further
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@ -135,20 +135,11 @@ namespace osu.Game.Rulesets.UI
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{
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updateClock();
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//if (Clock.ElapsedFrameTime > sixty_frame_time)
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if (validState)
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{
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base.UpdateSubTree();
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UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
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}
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// When handling replay input, we need to consider the possibility of fast-forwarding, which may cause the clock to be updated
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// to a point very far into the future, then playing a frame at that time. In such a case, lifetime MUST be updated before
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// input is handled. This is why base.Update is not called from the derived Update when handling replay input, and is instead
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// called manually at the correct time here.
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base.Update();
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base.UpdateSubTree();
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UpdateSubTreeMasking(this, ScreenSpaceDrawQuad.AABBFloat);
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}
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return true;
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@ -203,11 +194,6 @@ namespace osu.Game.Rulesets.UI
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}
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}
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protected override void Update()
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{
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// block update from base.UpdateSubTree()
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}
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#endregion
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#region Setting application (disables etc.)
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