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Add fallback texture of beatmap when getting null;
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@ -26,6 +26,7 @@ namespace osu.Game.Overlays
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private DragBar progress;
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private DragBar progress;
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private TextAwesome playButton, listButton;
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private TextAwesome playButton, listButton;
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private SpriteText title, artist;
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private SpriteText title, artist;
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private Texture fallbackTexture;
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private TrackManager trackManager;
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private TrackManager trackManager;
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private List<BeatmapSetInfo> playList;
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private List<BeatmapSetInfo> playList;
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@ -182,7 +183,7 @@ namespace osu.Game.Overlays
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beatmapSource.ValueChanged += workingChanged;
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beatmapSource.ValueChanged += workingChanged;
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playList = database.GetAllWithChildren<BeatmapSetInfo>();
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playList = database.GetAllWithChildren<BeatmapSetInfo>();
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backgroundSprite = getScaledSprite(game.Textures.Get(@"Backgrounds/bg4"));
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backgroundSprite = getScaledSprite(fallbackTexture = game.Textures.Get(@"Backgrounds/bg4"));
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AddInternal(backgroundSprite);
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AddInternal(backgroundSprite);
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}
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}
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@ -263,7 +264,7 @@ namespace osu.Game.Overlays
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title.Text = metadata.TitleUnicode ?? metadata.Title;
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title.Text = metadata.TitleUnicode ?? metadata.Title;
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artist.Text = metadata.ArtistUnicode ?? metadata.Artist;
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artist.Text = metadata.ArtistUnicode ?? metadata.Artist;
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Sprite newBackground = getScaledSprite(beatmap.Background);
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Sprite newBackground = getScaledSprite(beatmap.Background ?? fallbackTexture);
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Add(newBackground);
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Add(newBackground);
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