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Remove completionState parameter
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@ -286,11 +286,11 @@ namespace osu.Game.Screens.Play
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DimmableStoryboard.HasStoryboardEnded.ValueChanged += storyboardEnded =>
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{
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if (storyboardEnded.NewValue && completionProgressDelegate == null)
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updateCompletionState(new ValueChangedEvent<bool>(true, ScoreProcessor.HasCompleted.Value));
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updateCompletionState();
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};
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// Bind the judgement processors to ourselves
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ScoreProcessor.HasCompleted.BindValueChanged(e => updateCompletionState(e));
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ScoreProcessor.HasCompleted.BindValueChanged(_ => updateCompletionState());
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HealthProcessor.Failed += onFail;
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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@ -370,7 +370,7 @@ namespace osu.Game.Screens.Play
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},
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skipOutroOverlay = new SkipOverlay(Beatmap.Value.Storyboard.LatestEventTime ?? 0)
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{
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RequestSkip = () => updateCompletionState(new ValueChangedEvent<bool>(true, true), true),
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RequestSkip = () => updateCompletionState(true),
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Alpha = 0
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},
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FailOverlay = new FailOverlay
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@ -542,7 +542,7 @@ namespace osu.Game.Screens.Play
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// if the score is ready for display but results screen has not been pushed yet (e.g. storyboard is still playing beyond gameplay), then transition to results screen instead of exiting.
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if (prepareScoreForDisplayTask != null)
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updateCompletionState(new ValueChangedEvent<bool>(true, true), true);
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updateCompletionState(true);
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}
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this.Exit();
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@ -581,13 +581,13 @@ namespace osu.Game.Screens.Play
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private ScheduledDelegate completionProgressDelegate;
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private Task<ScoreInfo> prepareScoreForDisplayTask;
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private void updateCompletionState(ValueChangedEvent<bool> completionState, bool skipStoryboardOutro = false)
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private void updateCompletionState(bool skipStoryboardOutro = false)
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{
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// screen may be in the exiting transition phase.
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if (!this.IsCurrentScreen())
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return;
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if (!completionState.NewValue)
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if (!ScoreProcessor.HasCompleted.Value)
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{
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completionProgressDelegate?.Cancel();
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completionProgressDelegate = null;
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