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Make ScoreProcessors take generic judgements.
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@ -108,10 +108,13 @@ namespace osu.Game.Screens.Play
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});
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ruleset = Ruleset.GetRuleset(Beatmap.PlayMode);
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hitRenderer = ruleset.CreateHitRendererWith(Beatmap);
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scoreProcessor = hitRenderer.CreateScoreProcessor();
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hudOverlay = new StandardHudOverlay();
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hudOverlay.KeyCounter.Add(ruleset.CreateGameplayKeys());
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hudOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor(beatmap.HitObjects.Count));
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hudOverlay.BindProcessor(scoreProcessor);
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pauseOverlay = new PauseOverlay
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{
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@ -125,7 +128,6 @@ namespace osu.Game.Screens.Play
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OnQuit = Exit
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};
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hitRenderer = ruleset.CreateHitRendererWith(Beatmap);
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if (ReplayInputHandler != null)
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hitRenderer.InputManager.ReplayInputHandler = ReplayInputHandler;
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@ -133,7 +135,6 @@ namespace osu.Game.Screens.Play
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hudOverlay.BindHitRenderer(hitRenderer);
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
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hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
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hitRenderer.OnAllJudged += onPass;
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//bind ScoreProcessor to ourselves (for a fail situation)
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