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Fix incorrect comparison in line updating logic
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d0c8aaba4e
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@ -248,7 +248,7 @@ namespace osu.Game
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}
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// Use first beatmap available for current ruleset, else switch ruleset.
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var first = databasedSet.Beatmaps.Find(b => b.Ruleset == Ruleset.Value) ?? databasedSet.Beatmaps.First();
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var first = databasedSet.Beatmaps.Find(b => b.Ruleset.Equals(Ruleset.Value)) ?? databasedSet.Beatmaps.First();
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Ruleset.Value = first.Ruleset;
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Beatmap.Value = BeatmapManager.GetWorkingBeatmap(first);
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@ -73,7 +73,7 @@ namespace osu.Game.Overlays.Toolbar
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{
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foreach (var tabItem in TabContainer)
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{
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if (tabItem.Value == Current.Value)
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if (tabItem.Value.Equals(Current.Value))
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{
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ModeButtonLine.MoveToX(tabItem.DrawPosition.X, !hasInitialPosition ? 0 : 200, Easing.OutQuint);
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break;
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@ -329,7 +329,7 @@ namespace osu.Game.Screens.Select
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if (this.IsCurrentScreen() && !Carousel.SelectBeatmap(e.NewValue?.BeatmapInfo, false))
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// If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch
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if (e.NewValue?.BeatmapInfo?.Ruleset != null && e.NewValue.BeatmapInfo.Ruleset != decoupledRuleset.Value)
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if (e.NewValue?.BeatmapInfo?.Ruleset != null && !e.NewValue.BeatmapInfo.Ruleset.Equals(decoupledRuleset.Value))
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{
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Ruleset.Value = e.NewValue.BeatmapInfo.Ruleset;
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Carousel.SelectBeatmap(e.NewValue.BeatmapInfo);
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