Fix a bug where force-ending a song could occasionally try to draw destroyed sprites.
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@@ -817,6 +817,7 @@ class PlayState extends MusicBeatSubState
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}
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else
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{
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this.remove(currentStage);
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FlxG.switchState(() -> new MainMenuState());
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}
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return false;
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@@ -965,6 +966,7 @@ class PlayState extends MusicBeatSubState
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// It's a reference to Gitaroo Man, which doesn't let you pause the game.
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if (!isSubState && event.gitaroo)
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{
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this.remove(currentStage);
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FlxG.switchState(() -> new GitarooPause(
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{
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targetSong: currentSong,
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@@ -1366,6 +1368,7 @@ class PlayState extends MusicBeatSubState
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{
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funkin.modding.PolymodHandler.forceReloadAssets();
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lastParams.targetSong = SongRegistry.instance.fetchEntry(currentSong.id);
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this.remove(currentStage);
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LoadingState.loadPlayState(lastParams);
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}
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@@ -2600,6 +2603,7 @@ class PlayState extends MusicBeatSubState
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}
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else
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{
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this.remove(currentStage);
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FlxG.switchState(() -> new ChartEditorState(
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{
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targetSongId: currentSong.id,
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@@ -2949,6 +2953,7 @@ class PlayState extends MusicBeatSubState
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{
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targetVariation = targetSong.getFirstValidVariation(PlayStatePlaylist.campaignDifficulty) ?? Constants.DEFAULT_VARIATION;
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}
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this.remove(currentStage);
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LoadingState.loadPlayState(
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{
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targetSong: targetSong,
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@@ -2966,6 +2971,7 @@ class PlayState extends MusicBeatSubState
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{
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targetVariation = targetSong.getFirstValidVariation(PlayStatePlaylist.campaignDifficulty) ?? Constants.DEFAULT_VARIATION;
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}
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this.remove(currentStage);
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LoadingState.loadPlayState(
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{
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targetSong: targetSong,
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