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Merge remote-tracking branch 'origin/master' into disallow-beatmap-change
# Conflicts: # osu.Game/Overlays/Music/PlaylistOverlay.cs # osu.Game/Screens/OsuScreen.cs
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@ -70,7 +70,7 @@ namespace osu.Game.Screens.Play
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private SampleChannel sampleRestart;
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private ScoreProcessor scoreProcessor;
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protected ScoreProcessor ScoreProcessor;
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protected RulesetContainer RulesetContainer;
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private HUDOverlay hudOverlay;
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@ -149,7 +149,7 @@ namespace osu.Game.Screens.Play
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userAudioOffset.ValueChanged += v => offsetClock.Offset = v;
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userAudioOffset.TriggerChange();
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scoreProcessor = RulesetContainer.CreateScoreProcessor();
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ScoreProcessor = RulesetContainer.CreateScoreProcessor();
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Children = new Drawable[]
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{
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@ -176,7 +176,7 @@ namespace osu.Game.Screens.Play
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RelativeSizeAxes = Axes.Both,
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Child = RulesetContainer
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},
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new BreakOverlay(beatmap.BeatmapInfo.LetterboxInBreaks, scoreProcessor)
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new BreakOverlay(beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -184,7 +184,7 @@ namespace osu.Game.Screens.Play
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Breaks = beatmap.Breaks
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},
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RulesetContainer.Cursor?.CreateProxy() ?? new Container(),
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hudOverlay = new HUDOverlay(scoreProcessor, RulesetContainer, working, offsetClock, adjustableClock)
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hudOverlay = new HUDOverlay(ScoreProcessor, RulesetContainer, working, offsetClock, adjustableClock)
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{
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Clock = Clock, // hud overlay doesn't want to use the audio clock directly
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ProcessCustomClock = false,
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@ -225,11 +225,11 @@ namespace osu.Game.Screens.Play
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initializeStoryboard(false);
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// Bind ScoreProcessor to ourselves
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scoreProcessor.AllJudged += onCompletion;
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scoreProcessor.Failed += onFail;
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ScoreProcessor.AllJudged += onCompletion;
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ScoreProcessor.Failed += onFail;
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foreach (var mod in Beatmap.Value.Mods.Value.OfType<IApplicableToScoreProcessor>())
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mod.ApplyToScoreProcessor(scoreProcessor);
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mod.ApplyToScoreProcessor(ScoreProcessor);
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}
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private void applyRateFromMods()
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@ -254,7 +254,7 @@ namespace osu.Game.Screens.Play
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private void onCompletion()
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{
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// Only show the completion screen if the player hasn't failed
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if (scoreProcessor.HasFailed || onCompletionEvent != null)
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if (ScoreProcessor.HasFailed || onCompletionEvent != null)
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return;
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ValidForResume = false;
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@ -272,7 +272,7 @@ namespace osu.Game.Screens.Play
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Beatmap = Beatmap.Value.BeatmapInfo,
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Ruleset = ruleset
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};
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scoreProcessor.PopulateScore(score);
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ScoreProcessor.PopulateScore(score);
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score.User = RulesetContainer.Replay?.User ?? api.LocalUser.Value;
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Push(new Results(score));
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});
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