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Reverted back Player.cs changes.
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@ -11,7 +11,7 @@ namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModEasy : Mod, IApplicableToDifficulty, IApplicableToScoreProcessor
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{
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public static int Lives = 2;
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public int Lives = 2;
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public override string Name => "Easy";
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public override string Acronym => "EZ";
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public override IconUsage Icon => OsuIcon.ModEasy;
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@ -31,7 +31,8 @@ namespace osu.Game.Rulesets.Mods
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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scoreProcessor.Health.ValueChanged += valueChanged =>{
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scoreProcessor.Health.ValueChanged += valueChanged =>
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{
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if (scoreProcessor.Health.Value == 0)
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{
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if (Lives != 0)
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@ -51,8 +51,6 @@ namespace osu.Game.Screens.Play
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public int RestartCount;
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public int Lives = 2;
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[Resolved]
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private ScoreManager scoreManager { get; set; }
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@ -329,13 +327,17 @@ namespace osu.Game.Screens.Play
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{
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if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
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return false;
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GameplayClockContainer.Stop();
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HasFailed = true;
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// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
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// could process an extra frame after the GameplayClock is stopped.
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// In such cases we want the fail state to precede a user triggered pause.
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if (PauseOverlay.State == Visibility.Visible)
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PauseOverlay.Hide();
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FailOverlay.Retries = RestartCount;
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FailOverlay.Show();
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return true;
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