Fix ResumeOverlay countdown intervals not accounting for DT #319
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The countdown interval in ResumeOverlay isn't affected by the gameplay clock, causing a mismatch between the countdown and the actual BPM.
The beatlength is now divided by the
GameplaySpeed
defined inDrawableSentakkiRuleset
in the same way that hitobject animations do. It isn't 1:1, but it is better than the current behavior.