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Move break overlay (and cursor) further forward in depth
I didn't really want to move the cursor in front of the HUD, but we face a bit of an impossible scenario otherwise (it should definitely be in front of the break overlay for visibility). So I'll deal with it for now.
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@ -446,14 +446,6 @@ namespace osu.Game.Screens.Play
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Children = new[]
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Children = new[]
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{
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{
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DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
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DimmableStoryboard.OverlayLayerContainer.CreateProxy(),
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BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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{
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Clock = DrawableRuleset.FrameStableClock,
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ProcessCustomClock = false,
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Breaks = working.Beatmap.Breaks
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},
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// display the cursor above some HUD elements.
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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HUDOverlay = new HUDOverlay(DrawableRuleset, GameplayState.Mods, Configuration.AlwaysShowLeaderboard)
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HUDOverlay = new HUDOverlay(DrawableRuleset, GameplayState.Mods, Configuration.AlwaysShowLeaderboard)
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{
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{
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HoldToQuit =
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HoldToQuit =
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@ -472,6 +464,14 @@ namespace osu.Game.Screens.Play
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre
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Origin = Anchor.Centre
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},
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},
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BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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{
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Clock = DrawableRuleset.FrameStableClock,
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ProcessCustomClock = false,
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Breaks = working.Beatmap.Breaks
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},
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// display the cursor above some HUD elements.
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DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
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skipIntroOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
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skipIntroOverlay = new SkipOverlay(DrawableRuleset.GameplayStartTime)
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{
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{
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RequestSkip = performUserRequestedSkip
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RequestSkip = performUserRequestedSkip
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