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remove overlapping/legacy applause
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9ad87ee5dc
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@ -12,7 +12,6 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Screens;
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using osu.Game.Audio;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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@ -20,20 +19,13 @@ using osu.Game.Online.API;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking.Expanded.Accuracy;
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using osu.Game.Screens.Ranking.Statistics;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Screens.Ranking
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{
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public abstract class ResultsScreen : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>
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{
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/// <summary>
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/// Delay before the default applause sound should be played, in order to match the grade display timing in <see cref="AccuracyCircle"/>.
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/// </summary>
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public const double APPLAUSE_DELAY = AccuracyCircle.ACCURACY_TRANSFORM_DELAY + AccuracyCircle.TEXT_APPEAR_DELAY + ScorePanel.RESIZE_DURATION + ScorePanel.TOP_LAYER_EXPAND_DELAY - 1440;
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protected const float BACKGROUND_BLUR = 20;
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private static readonly float screen_height = 768 - TwoLayerButton.SIZE_EXTENDED.Y;
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@ -64,8 +56,6 @@ namespace osu.Game.Screens.Ranking
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private readonly bool allowRetry;
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private readonly bool allowWatchingReplay;
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private SkinnableSound applauseSound;
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protected ResultsScreen(ScoreInfo score, bool allowRetry, bool allowWatchingReplay = true)
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{
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Score = score;
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@ -193,9 +183,6 @@ namespace osu.Game.Screens.Ranking
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api.Queue(req);
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statisticsPanel.State.BindValueChanged(onStatisticsStateChanged, true);
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using (BeginDelayedSequence(APPLAUSE_DELAY))
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Schedule(() => applauseSound?.Play());
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}
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protected override void Update()
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