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Add mention of StarRatingRangeDisplay
fallback scenario being wrong for multiplayer
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@ -94,6 +94,8 @@ namespace osu.Game.Screens.OnlinePlay.Components
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}
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else
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{
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// In multiplayer rooms, the beatmaps of playlist items will not be populated to a point this can be correct.
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// Either populating them via BeatmapLookupCache or polling the API for the room's DifficultyRange will be required.
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var orderedDifficulties = Playlist.Select(p => p.Beatmap).OrderBy(b => b.StarRating).ToArray();
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minDifficulty = new StarDifficulty(orderedDifficulties.Length > 0 ? orderedDifficulties[0].StarRating : 0, 0);
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