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Inline complete method as well
For better guarantees that `finalAction` is actually called on the same screen that `checkCanComplete()` was (uses result of one `getCurrentScreen()` call throughout instead of calling multiple times).
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@ -84,7 +84,8 @@ namespace osu.Game
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// we may already be at the target screen type.
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if (validScreens.Contains(current.GetType()) && !beatmap.Disabled)
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{
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complete();
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finalAction(current);
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Cancel();
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return;
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}
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@ -138,11 +139,5 @@ namespace osu.Game
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lastEncounteredDialogScreen = current;
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return true;
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}
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private void complete()
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{
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finalAction(getCurrentScreen());
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Cancel();
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}
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}
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}
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