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Fix new logic not considering fail overlay correctly
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@ -496,12 +496,13 @@ namespace osu.Game.Screens.Play
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return;
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return;
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}
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}
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bool pauseDialogShown = PauseOverlay.State.Value == Visibility.Visible;
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bool pauseOrFailDialogVisible =
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PauseOverlay.State.Value == Visibility.Visible || FailOverlay.State.Value == Visibility.Visible;
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if (showDialogFirst && !pauseDialogShown)
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if (showDialogFirst && !pauseOrFailDialogVisible)
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{
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{
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// if the fail animation is currently in progress, accelerate it (it will show the pause dialog on completion).
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// if the fail animation is currently in progress, accelerate it (it will show the pause dialog on completion).
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if (ValidForResume && HasFailed && !FailOverlay.IsPresent)
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if (ValidForResume && HasFailed)
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{
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{
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failAnimation.FinishTransforms(true);
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failAnimation.FinishTransforms(true);
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return;
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return;
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