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Remove bad
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@ -29,10 +29,8 @@ namespace osu.Game.Screens.Play
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public readonly HealthDisplay HealthDisplay;
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public readonly HealthDisplay HealthDisplay;
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public readonly SongProgress Progress;
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public readonly SongProgress Progress;
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public readonly ModDisplay ModDisplay;
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public readonly ModDisplay ModDisplay;
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public readonly ReplaySettingsOverlay ReplaySettingsOverlay;
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private Bindable<bool> showHud;
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private Bindable<bool> showHud;
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private bool replaySettingsIsVisible;
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private bool replayLoaded;
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private bool replayLoaded;
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private static bool hasShownNotificationOnce;
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private static bool hasShownNotificationOnce;
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@ -103,9 +101,6 @@ namespace osu.Game.Screens.Play
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// in the case a replay isn't loaded, we want some elements to only appear briefly.
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// in the case a replay isn't loaded, we want some elements to only appear briefly.
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if (!replayLoaded)
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if (!replayLoaded)
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{
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{
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ReplaySettingsOverlay.Hide();
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ReplaySettingsOverlay.AlwaysPresent = false;
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using (ModDisplay.BeginDelayedSequence(2000))
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using (ModDisplay.BeginDelayedSequence(2000))
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ModDisplay.FadeOut(200);
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ModDisplay.FadeOut(200);
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}
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}
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@ -125,18 +120,6 @@ namespace osu.Game.Screens.Play
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}
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}
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}
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}
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switch (args.Key)
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{
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case Key.H:
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if (replayLoaded)
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{
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ReplaySettingsOverlay.FadeTo(replaySettingsIsVisible ? 1 : 0, duration);
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replaySettingsIsVisible = !replaySettingsIsVisible;
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return true;
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}
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else return false;
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}
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return base.OnKeyDown(state, args);
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return base.OnKeyDown(state, args);
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}
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}
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}
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}
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@ -12,7 +12,6 @@ namespace osu.Game.Screens.Play
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{
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{
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public ReplaySettingsOverlay()
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public ReplaySettingsOverlay()
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{
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{
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AlwaysPresent = true;
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Direction = FillDirection.Vertical;
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Direction = FillDirection.Vertical;
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AutoSizeAxes = Axes.Both;
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AutoSizeAxes = Axes.Both;
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Spacing = new Vector2(0, 20);
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Spacing = new Vector2(0, 20);
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