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HasStoryboardEnded doesn't trigger updateCompletionState()
Scores won't be shown prematurely if the storyboard ends before the playable portion of the beatmap.
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@ -284,14 +284,16 @@ namespace osu.Game.Screens.Play
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ScoreProcessor.RevertResult(r);
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};
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DimmableStoryboard.HasStoryboardEnded.ValueChanged += _ =>
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{
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if (ScoreProcessor.HasCompleted.Value)
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scheduleCompletion();
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};
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// Bind the judgement processors to ourselves
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ScoreProcessor.HasCompleted.ValueChanged += updateCompletionState;
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HealthProcessor.Failed += onFail;
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// Keep track of whether the storyboard ended after the playable portion
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if (DimmableStoryboard.HasStoryboardEnded != null)
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DimmableStoryboard.HasStoryboardEnded.ValueChanged += updateCompletionState;
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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mod.ApplyToScoreProcessor(ScoreProcessor);
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@ -630,7 +632,7 @@ namespace osu.Game.Screens.Play
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return score.ScoreInfo;
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});
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var storyboardHasOutro = DimmableStoryboard.ContentDisplayed && (!DimmableStoryboard.HasStoryboardEnded?.Value ?? false);
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var storyboardHasOutro = DimmableStoryboard.ContentDisplayed && !DimmableStoryboard.HasStoryboardEnded.Value;
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if (storyboardHasOutro)
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{
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