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https://github.com/osukey/osukey.git
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Populate score with remaining "miss" statistics on fail/exit
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@ -267,12 +267,7 @@ namespace osu.Game.Screens.Play
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},
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FailOverlay = new FailOverlay
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{
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SaveReplay = () =>
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{
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Score.ScoreInfo.Passed = false;
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Score.ScoreInfo.Rank = ScoreRank.F;
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return prepareAndImportScore();
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},
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SaveReplay = prepareAndImportScore,
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OnRetry = Restart,
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OnQuit = () => PerformExit(true),
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},
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@ -831,7 +826,6 @@ namespace osu.Game.Screens.Play
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return false;
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GameplayState.HasFailed = true;
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Score.ScoreInfo.Passed = false;
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updateGameplayState();
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@ -849,9 +843,17 @@ namespace osu.Game.Screens.Play
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return true;
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}
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// Called back when the transform finishes
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/// <summary>
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/// Invoked when the fail animation has finished.
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/// </summary>
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private void onFailComplete()
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{
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// fail completion is a good point to mark a score as failed,
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// since the last judgement that caused the fail only applies to score processor after onFail.
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// todo: this should probably be handled better.
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Score.ScoreInfo.Passed = false;
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ScoreProcessor.FailScore(Score.ScoreInfo);
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GameplayClockContainer.Stop();
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FailOverlay.Retries = RestartCount;
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@ -1030,7 +1032,7 @@ namespace osu.Game.Screens.Play
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if (prepareScoreForDisplayTask == null)
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{
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Score.ScoreInfo.Passed = false;
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Score.ScoreInfo.Rank = ScoreRank.F;
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ScoreProcessor.FailScore(Score.ScoreInfo);
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}
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// EndPlaying() is typically called from ReplayRecorder.Dispose(). Disposal is currently asynchronous.
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