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Update with framework bindable changes
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@ -317,13 +317,13 @@ namespace osu.Game.Overlays
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private WorkingBeatmap current;
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private TransformDirection? queuedDirection;
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private void beatmapChanged(WorkingBeatmap beatmap)
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private void beatmapChanged(ValueChangedEvent<WorkingBeatmap> e)
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{
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TransformDirection direction = TransformDirection.None;
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if (current != null)
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{
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bool audioEquals = beatmap?.BeatmapInfo?.AudioEquals(current.BeatmapInfo) ?? false;
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bool audioEquals = e.NewValue?.BeatmapInfo?.AudioEquals(current.BeatmapInfo) ?? false;
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if (audioEquals)
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direction = TransformDirection.None;
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@ -336,13 +336,13 @@ namespace osu.Game.Overlays
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{
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//figure out the best direction based on order in playlist.
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var last = beatmapSets.TakeWhile(b => b.ID != current.BeatmapSetInfo?.ID).Count();
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var next = beatmap == null ? -1 : beatmapSets.TakeWhile(b => b.ID != beatmap.BeatmapSetInfo?.ID).Count();
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var next = beatmap == null ? -1 : beatmapSets.TakeWhile(b => b.ID != e.NewValue.BeatmapSetInfo?.ID).Count();
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direction = last > next ? TransformDirection.Prev : TransformDirection.Next;
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}
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}
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current = beatmap;
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current = e.NewValue;
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progressBar.CurrentTime = 0;
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