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Implemented the 3 lives system into the Easy Mod.
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@ -51,6 +51,8 @@ namespace osu.Game.Screens.Play
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public int RestartCount;
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public int RestartCount;
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public int Lives = 2;
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[Resolved]
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[Resolved]
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private ScoreManager scoreManager { get; set; }
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private ScoreManager scoreManager { get; set; }
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@ -323,8 +325,32 @@ namespace osu.Game.Screens.Play
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protected FailOverlay FailOverlay { get; private set; }
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protected FailOverlay FailOverlay { get; private set; }
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private bool onFail()
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private bool onFail()
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{
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{
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//issue #3372
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if (Beatmap.Value.Mods.Value.Any(x => x is ModEasy))
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{
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if (Lives != 0)
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{
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Lives--;
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ScoreProcessor.Health.Value = 100;
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return false;
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}
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else
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{
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GameplayClockContainer.Stop();
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HasFailed = true;
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FailOverlay.Retries = RestartCount;
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FailOverlay.Show();
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return true;
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}
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}
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if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
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if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
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return false;
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return false;
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@ -332,6 +358,8 @@ namespace osu.Game.Screens.Play
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HasFailed = true;
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HasFailed = true;
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// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
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// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
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// could process an extra frame after the GameplayClock is stopped.
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// could process an extra frame after the GameplayClock is stopped.
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// In such cases we want the fail state to precede a user triggered pause.
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// In such cases we want the fail state to precede a user triggered pause.
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