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Move Passed
assignment inside FailScore
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@ -851,7 +851,6 @@ namespace osu.Game.Screens.Play
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// fail completion is a good point to mark a score as failed,
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// since the last judgement that caused the fail only applies to score processor after onFail.
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// todo: this should probably be handled better.
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Score.ScoreInfo.Passed = false;
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ScoreProcessor.FailScore(Score.ScoreInfo);
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GameplayClockContainer.Stop();
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@ -1030,10 +1029,7 @@ namespace osu.Game.Screens.Play
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// if arriving here and the results screen preparation task hasn't run, it's safe to say the user has not completed the beatmap.
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if (prepareScoreForDisplayTask == null)
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{
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Score.ScoreInfo.Passed = false;
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ScoreProcessor.FailScore(Score.ScoreInfo);
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}
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// EndPlaying() is typically called from ReplayRecorder.Dispose(). Disposal is currently asynchronous.
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// To resolve test failures, forcefully end playing synchronously when this screen exits.
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