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Add base cursor class to retrieve true visibility state
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@ -178,7 +178,7 @@ namespace osu.Game.Rulesets.UI
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public override void RequestResume(Action continueResume)
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{
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if (ResumeOverlay != null && (Cursor == null || Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre)))
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if (ResumeOverlay != null && (Cursor == null || ((GameplayCursorContainer)Cursor).LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre)))
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{
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ResumeOverlay.GameplayCursor = Cursor;
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ResumeOverlay.ResumeAction = continueResume;
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@ -284,7 +284,9 @@ namespace osu.Game.Rulesets.UI
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protected override bool OnHover(HoverEvent e) => true; // required for IProvideCursor
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public override CursorContainer Cursor => Playfield.Cursor;
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CursorContainer IProvideCursor.Cursor => Playfield.Cursor;
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public override GameplayCursorContainer Cursor => Playfield.Cursor;
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public bool ProvidingUserCursor => Playfield.Cursor != null && !HasReplayLoaded.Value;
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@ -354,7 +356,7 @@ namespace osu.Game.Rulesets.UI
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/// <summary>
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/// The cursor being displayed by the <see cref="Playfield"/>. May be null if no cursor is provided.
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/// </summary>
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public abstract CursorContainer Cursor { get; }
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public abstract GameplayCursorContainer Cursor { get; }
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/// <summary>
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/// Sets a replay to be used, overriding local input.
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