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GameplayClockContainer.Reset
to directly call `GameplayClock…
….Stop` The reasoning is explained in the inline comment, but basically this was getting blocked by `isPaused` being in an initial `true` state (as it is on construction), while the source clock was still `IsRunning`. There's no real guarantee of sync between the source and the `isPaused` bindable right now. Maybe there should be in the future, but to restore sanity, let's ensure that a call to `Reset` can at least stop the track as we expect.
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