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Move HasPassed/HasFailed into GameplayState
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@ -29,7 +29,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override void AddCheckSteps()
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{
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("wait for fail overlay", () => ((FailPlayer)Player).FailOverlay.State.Value == Visibility.Visible);
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// The pause screen and fail animation both ramp frequency.
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