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Rename CurrentBeatmap to SelectedBeatmap
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@ -278,7 +278,7 @@ namespace osu.Game.Overlays.BeatmapSet
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{
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{
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Width = 50,
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Width = 50,
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RelativeSizeAxes = Axes.Y,
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RelativeSizeAxes = Axes.Y,
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CurrentBeatmap = { BindTarget = Picker.Beatmap }
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SelectedBeatmap = { BindTarget = Picker.Beatmap }
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};
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};
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break;
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break;
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@ -18,7 +18,10 @@ namespace osu.Game.Overlays.Direct
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private readonly bool noVideo;
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private readonly bool noVideo;
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public readonly IBindable<BeatmapInfo> CurrentBeatmap = new Bindable<BeatmapInfo>();
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/// <summary>
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/// Currently selected beatmap. Used to present the correct difficulty after completing a download.
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/// </summary>
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public readonly IBindable<BeatmapInfo> SelectedBeatmap = new Bindable<BeatmapInfo>();
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private readonly ShakeContainer shakeContainer;
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private readonly ShakeContainer shakeContainer;
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private readonly DownloadButton button;
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private readonly DownloadButton button;
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@ -67,8 +70,8 @@ namespace osu.Game.Overlays.Direct
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case DownloadState.LocallyAvailable:
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case DownloadState.LocallyAvailable:
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Predicate<BeatmapInfo> findPredicate = null;
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Predicate<BeatmapInfo> findPredicate = null;
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if (CurrentBeatmap.Value != null)
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if (SelectedBeatmap.Value != null)
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findPredicate = b => b.OnlineBeatmapID == CurrentBeatmap.Value.OnlineBeatmapID;
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findPredicate = b => b.OnlineBeatmapID == SelectedBeatmap.Value.OnlineBeatmapID;
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game?.PresentBeatmap(BeatmapSet.Value, findPredicate);
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game?.PresentBeatmap(BeatmapSet.Value, findPredicate);
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break;
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break;
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