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Use internal less
Allows for more dynamic compilation to succeed. No reason for using internal here anyways.
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@ -16,7 +16,7 @@ namespace osu.Game.Screens
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{
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public abstract class OsuScreen : Screen
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{
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internal BackgroundScreen Background { get; private set; }
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public BackgroundScreen Background { get; private set; }
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/// <summary>
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/// Override to create a BackgroundMode for the current screen.
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@ -24,17 +24,17 @@ namespace osu.Game.Screens
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/// </summary>
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protected virtual BackgroundScreen CreateBackground() => null;
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internal virtual bool ShowOverlays => true;
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public virtual bool ShowOverlays => true;
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protected new OsuGameBase Game => base.Game as OsuGameBase;
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internal virtual bool HasLocalCursorDisplayed => false;
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public virtual bool HasLocalCursorDisplayed => false;
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/// <summary>
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/// Whether the beatmap or ruleset should be allowed to be changed by the user or game.
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/// Used to mark exclusive areas where this is strongly prohibited, like gameplay.
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/// </summary>
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internal virtual bool AllowBeatmapRulesetChange => true;
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public virtual bool AllowBeatmapRulesetChange => true;
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protected readonly Bindable<WorkingBeatmap> Beatmap = new Bindable<WorkingBeatmap>();
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