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Hide red failing layer in ranked play (#37503)
In ranked play, scores are always counted regardless of whether they are a fail or a pass. Beyond that, there's also no concept of revival in multiplayer right now, so players are just stuck at 0 HP with a red overlay. Not doing what `ModNoFail` does, which is to hide the healthbar altogether, because some user skins use the healthbar to skin a gameplay border.
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@@ -13,7 +13,7 @@ namespace osu.Game.Screens.OnlinePlay.Matchmaking.Match.Gameplay
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public partial class ScreenGameplay : MultiplayerPlayer
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{
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public ScreenGameplay(Room room, PlaylistItem playlistItem, MultiplayerRoomUser[] users)
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: base(room, playlistItem, users)
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: base(room, playlistItem, users, showFailingOverlay: false)
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{
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}
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@@ -51,13 +51,15 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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/// <param name="room">The room.</param>
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/// <param name="playlistItem">The playlist item to be played.</param>
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/// <param name="users">The users which are participating in this game.</param>
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public MultiplayerPlayer(Room room, PlaylistItem playlistItem, MultiplayerRoomUser[] users)
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/// <param name="showFailingOverlay">Whether to show the red failing overlay.</param>
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public MultiplayerPlayer(Room room, PlaylistItem playlistItem, MultiplayerRoomUser[] users, bool showFailingOverlay = true)
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: base(room, playlistItem, new PlayerConfiguration
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{
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AllowPause = false,
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AllowRestart = false,
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AutomaticallySkipIntro = room.AutoSkip,
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ShowLeaderboard = true,
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ShowFailingOverlay = showFailingOverlay
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})
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{
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leaderboardProvider = new MultiplayerLeaderboardProvider(users);
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@@ -117,7 +117,12 @@ namespace osu.Game.Screens.Play
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Children = new[]
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{
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CreateFailingLayer(),
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = configuration.ShowFailingOverlay ? 1 : 0,
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Child = CreateFailingLayer()
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},
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//Needs to be initialized before skinnable drawables.
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judgementCountController = new JudgementCountController(),
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clicksPerSecondController = new ClicksPerSecondController(),
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@@ -39,5 +39,10 @@ namespace osu.Game.Screens.Play
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/// Whether the gameplay leaderboard should be shown.
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/// </summary>
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public bool ShowLeaderboard { get; set; }
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/// <summary>
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/// Whether to show the red failing overlay.
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/// </summary>
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public bool ShowFailingOverlay { get; set; } = true;
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}
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}
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