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Add IHasNoTimedInputs
interface to scope change further
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@ -18,7 +18,7 @@ using static osu.Game.Input.Handlers.ReplayInputHandler;
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namespace osu.Game.Rulesets.Osu.Mods
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namespace osu.Game.Rulesets.Osu.Mods
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{
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{
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public class OsuModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToPlayer
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public class OsuModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToPlayer, IHasNoTimedInputs
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{
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{
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public override LocalisableString Description => @"You don't need to click. Give your clicking/tapping fingers a break from the heat of things.";
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public override LocalisableString Description => @"You don't need to click. Give your clicking/tapping fingers a break from the heat of things.";
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15
osu.Game/Rulesets/Mods/IHasNoTimedInputs.cs
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15
osu.Game/Rulesets/Mods/IHasNoTimedInputs.cs
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@ -0,0 +1,15 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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namespace osu.Game.Rulesets.Mods
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{
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/// <summary>
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/// Denotes a mod which removes timed inputs from a ruleset which would usually have them.
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/// </summary>
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/// <remarks>
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/// This will be used, for instance, to omit showing offset calibration UI post-gameplay.
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/// </remarks>
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public interface IHasNoTimedInputs
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{
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}
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}
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@ -184,7 +184,7 @@ namespace osu.Game.Screens.Play.PlayerSettings
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if (score.NewValue == null)
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if (score.NewValue == null)
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return;
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return;
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if (score.NewValue.Mods.Any(m => !m.UserPlayable || m is ModRelax))
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if (score.NewValue.Mods.Any(m => !m.UserPlayable || m is IHasNoTimedInputs))
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return;
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return;
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var hitEvents = score.NewValue.HitEvents;
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var hitEvents = score.NewValue.HitEvents;
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