Fix a bunch of returns where they should not be (#5640)
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@@ -322,7 +322,7 @@ namespace Content.Client.Instruments
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UpdateRenderer(instrument.OwnerUid, instrument);
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if (!instrument.IsMidiOpen && !instrument.IsInputOpen)
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return;
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continue;
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var now = _gameTiming.RealTime;
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var oneSecAGo = now.Add(OneSecAgo);
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@@ -333,7 +333,7 @@ namespace Content.Client.Instruments
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instrument.SentWithinASec = 0;
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}
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if (instrument.MidiEventBuffer.Count == 0) return;
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if (instrument.MidiEventBuffer.Count == 0) continue;
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var max = instrument.RespectMidiLimits ?
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Math.Min(MaxMidiEventsPerBatch, MaxMidiEventsPerSecond - instrument.SentWithinASec)
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@@ -342,7 +342,7 @@ namespace Content.Client.Instruments
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if (max <= 0)
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{
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// hit event/sec limit, have to lag the batch or drop events
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return;
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continue;
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}
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// fix cross-fade events generating retroactive events
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@@ -364,7 +364,7 @@ namespace Content.Client.Instruments
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var eventCount = events.Length;
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if (eventCount == 0)
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return;
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continue;
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RaiseNetworkEvent(new InstrumentMidiEventEvent(instrument.OwnerUid, events));
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@@ -166,7 +166,7 @@ public sealed partial class InstrumentSystem : SharedInstrumentSystem
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instrument.Timer += frameTime;
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if (instrument.Timer < 1)
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return;
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continue;
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instrument.Timer = 0f;
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instrument.MidiEventCount = 0;
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