diff --git a/osu.Game/Screens/OnlinePlay/Multiplayer/Multiplayer.cs b/osu.Game/Screens/OnlinePlay/Multiplayer/Multiplayer.cs index 609880a725..28c9bef3f0 100644 --- a/osu.Game/Screens/OnlinePlay/Multiplayer/Multiplayer.cs +++ b/osu.Game/Screens/OnlinePlay/Multiplayer/Multiplayer.cs @@ -46,7 +46,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer return; // If gameplay wasn't finished, then we have a simple path back to the idle state by aborting gameplay. - if (!playerLoader.GameplayCompleted) + if (!playerLoader.GameplayPassed) { client.AbortGameplay(); return; diff --git a/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerPlayerLoader.cs b/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerPlayerLoader.cs index 21459ae5fb..470ba59a76 100644 --- a/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerPlayerLoader.cs +++ b/osu.Game/Screens/OnlinePlay/Multiplayer/MultiplayerPlayerLoader.cs @@ -9,7 +9,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer { public class MultiplayerPlayerLoader : PlayerLoader { - public bool GameplayCompleted => player?.GameplayCompleted == true; + public bool GameplayPassed => player?.GameplayPassed == true; private Player player; diff --git a/osu.Game/Screens/Play/Player.cs b/osu.Game/Screens/Play/Player.cs index 34db9d39b5..77a6b27114 100644 --- a/osu.Game/Screens/Play/Player.cs +++ b/osu.Game/Screens/Play/Player.cs @@ -69,7 +69,7 @@ namespace osu.Game.Screens.Play /// /// Whether gameplay has completed without the user having failed. /// - public bool GameplayCompleted { get; private set; } + public bool GameplayPassed { get; private set; } public Action RestartRequested; @@ -671,6 +671,7 @@ namespace osu.Game.Screens.Play resultsDisplayDelegate?.Cancel(); resultsDisplayDelegate = null; + GameplayPassed = false; ValidForResume = true; skipOutroOverlay.Hide(); return; @@ -680,7 +681,7 @@ namespace osu.Game.Screens.Play if (HealthProcessor.HasFailed) return; - GameplayCompleted = true; + GameplayPassed = true; // Setting this early in the process means that even if something were to go wrong in the order of events following, there // is no chance that a user could return to the (already completed) Player instance from a child screen.