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Rename multiplayer mod usages to make more sense
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@ -121,7 +121,7 @@ namespace osu.Game.Utils
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/// <param name="invalidMods">Invalid mods, if any were found. Will be null if all mods were valid.</param>
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/// <returns>Whether the input mods were all valid. If false, <paramref name="invalidMods"/> will contain all invalid entries.</returns>
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public static bool CheckValidRequiredModsForMultiplayer(IEnumerable<Mod> mods, [NotNullWhen(false)] out List<Mod>? invalidMods)
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=> checkValid(mods, m => m.IsPlayable(ModUsage.MultiplayerRequired), out invalidMods);
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=> checkValid(mods, m => m.IsPlayable(ModUsage.MultiplayerRoomWide), out invalidMods);
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/// <summary>
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/// Check the provided combination of mods are valid as "free mods" in a multiplayer match session.
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@ -130,7 +130,7 @@ namespace osu.Game.Utils
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/// <param name="invalidMods">Invalid mods, if any were found. Will be null if all mods were valid.</param>
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/// <returns>Whether the input mods were all valid. If false, <paramref name="invalidMods"/> will contain all invalid entries.</returns>
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public static bool CheckValidFreeModsForMultiplayer(IEnumerable<Mod> mods, [NotNullWhen(false)] out List<Mod>? invalidMods)
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=> checkValid(mods, m => m.IsPlayable(ModUsage.MultiplayerFree), out invalidMods);
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=> checkValid(mods, m => m.IsPlayable(ModUsage.MultiplayerPerPlayer), out invalidMods);
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private static bool checkValid(IEnumerable<Mod> mods, Predicate<Mod> valid, [NotNullWhen(false)] out List<Mod>? invalidMods)
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{
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