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Bind the mod select overlay's Beatmap to OsuScreen.Beatmap in constructor
Suggested by @bdach!
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@ -301,6 +301,7 @@ namespace osu.Game.Screens.OnlinePlay.DailyChallenge
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LoadComponent(userModsSelectOverlay = new RoomModSelectOverlay
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LoadComponent(userModsSelectOverlay = new RoomModSelectOverlay
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{
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{
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Beatmap = { BindTarget = Beatmap },
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SelectedMods = { BindTarget = userMods },
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SelectedMods = { BindTarget = userMods },
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IsValidMod = _ => false
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IsValidMod = _ => false
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});
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});
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@ -380,8 +381,6 @@ namespace osu.Game.Screens.OnlinePlay.DailyChallenge
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmap); // this will gracefully fall back to dummy beatmap if missing locally.
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmap); // this will gracefully fall back to dummy beatmap if missing locally.
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Ruleset.Value = rulesets.GetRuleset(playlistItem.RulesetID);
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Ruleset.Value = rulesets.GetRuleset(playlistItem.RulesetID);
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userModsSelectOverlay.Beatmap.Value = Beatmap.Value;
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applyLoopingToTrack();
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applyLoopingToTrack();
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}
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}
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