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More specific tests.
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@ -221,14 +221,7 @@ namespace osu.Game.Screens.Select
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Beatmap.DisabledChanged += disabled => Carousel.AllowSelection = !disabled;
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Beatmap.TriggerChange();
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Beatmap.ValueChanged += b =>
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{
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if (IsCurrentScreen)
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{
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Carousel.SelectBeatmap(b?.BeatmapInfo);
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ensurePlayableRuleset();
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}
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};
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Beatmap.ValueChanged += WorkingBeatmapChanged;
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}
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public void Edit(BeatmapInfo beatmap)
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@ -271,6 +264,15 @@ namespace osu.Game.Screens.Select
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// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
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private BeatmapInfo beatmapNoDebounce;
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protected void WorkingBeatmapChanged(WorkingBeatmap beatmap)
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{
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if (IsCurrentScreen)
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{
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Carousel.SelectBeatmap(beatmap?.BeatmapInfo);
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ensurePlayableRuleset();
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}
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}
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/// <summary>
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/// selection has been changed as the result of interaction with the carousel.
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/// </summary>
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