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Make CheckFailed not actually trigger internal things, and make private.
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@ -239,14 +239,9 @@ namespace osu.Game.Screens.Play
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private void onCompletion()
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{
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// Force a final check to see if the player has failed
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// Some game modes (e.g. taiko) fail at the end of the map
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if (scoreProcessor.CheckFailed())
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{
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// If failed, onFail will be invoked which will push a new screen.
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// Let's not push the completion screen in this case
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// Only show the completion screen if the player hasn't failed
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if (scoreProcessor.HasFailed)
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return;
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}
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Delay(1000);
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Schedule(delegate
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