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Add flow to allow MatchSubScreen to handle beatmap presentation locally
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@ -5,11 +5,9 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Overlays.Notifications;
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@ -30,9 +28,6 @@ namespace osu.Game
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[Resolved]
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private DialogOverlay dialogOverlay { get; set; }
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; }
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[Resolved(canBeNull: true)]
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private OsuGame game { get; set; }
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@ -90,7 +85,7 @@ namespace osu.Game
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var type = current.GetType();
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// check if we are already at a valid target screen.
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if (validScreens.Any(t => t.IsAssignableFrom(type)) && !beatmap.Disabled)
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if (validScreens.Any(t => t.IsAssignableFrom(type)))
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{
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finalAction(current);
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Cancel();
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