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Introduce multiplayer playability and free mod validity in Mod
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@ -39,6 +39,18 @@ namespace osu.Game.Rulesets.Mods
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/// </summary>
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bool UserPlayable { get; }
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/// <summary>
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/// Whether this mod is playable in a multiplayer match.
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/// Should be <c>false</c> for mods that affect the gameplay progress based on user input (e.g. <see cref="ModAdaptiveSpeed"/>).
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/// </summary>
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bool PlayableInMultiplayer { get; }
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/// <summary>
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/// Whether this mod is valid to be a "free mod" in a multiplayer match.
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/// Should be <c>false</c> for mods that affect the gameplay progress (e.g. <see cref="ModRateAdjust"/> and <see cref="ModTimeRamp"/>).
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/// </summary>
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bool ValidFreeModInMultiplayer { get; }
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/// <summary>
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/// Create a fresh <see cref="Mod"/> instance based on this mod.
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/// </summary>
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@ -94,6 +94,12 @@ namespace osu.Game.Rulesets.Mods
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[JsonIgnore]
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public virtual bool UserPlayable => true;
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[JsonIgnore]
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public virtual bool PlayableInMultiplayer => UserPlayable;
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[JsonIgnore]
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public virtual bool ValidFreeModInMultiplayer => PlayableInMultiplayer;
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[Obsolete("Going forward, the concept of \"ranked\" doesn't exist. The only exceptions are automation mods, which should now override and set UserPlayable to false.")] // Can be removed 20211009
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public virtual bool Ranked => false;
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