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Fix dual specification of SuspensionHandler
and move fields around slightly
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@ -62,8 +62,6 @@ namespace osu.Game.Screens.Play
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private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
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private AudioFilter lowPassFilter;
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/// <summary>
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/// Whether gameplay should pause when the game window focus is lost.
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/// </summary>
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@ -217,7 +215,7 @@ namespace osu.Game.Screens.Play
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InternalChild = GameplayClockContainer = CreateGameplayClockContainer(Beatmap.Value, DrawableRuleset.GameplayStartTime);
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AddInternal(screenSuspension = new ScreenSuspensionHandler(GameplayClockContainer));
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AddInternal(lowPassFilter = new AudioFilter(audio.TrackMixer));
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AddInternal(failLowPassFilter = new AudioFilter(audio.TrackMixer));
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Score = CreateScore(playableBeatmap);
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@ -228,8 +226,6 @@ namespace osu.Game.Screens.Play
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dependencies.CacheAs(GameplayState = new GameplayState(playableBeatmap, ruleset, gameplayMods, Score));
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AddInternal(screenSuspension = new ScreenSuspensionHandler(GameplayClockContainer));
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var rulesetSkinProvider = new RulesetSkinProvidingContainer(ruleset, playableBeatmap, Beatmap.Value.Skin);
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// load the skinning hierarchy first.
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@ -774,6 +770,8 @@ namespace osu.Game.Screens.Play
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private FailAnimation failAnimation;
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private AudioFilter failLowPassFilter;
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private bool onFail()
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{
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if (!CheckModsAllowFailure())
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@ -788,7 +786,7 @@ namespace osu.Game.Screens.Play
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if (PauseOverlay.State.Value == Visibility.Visible)
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PauseOverlay.Hide();
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lowPassFilter.CutoffTo(300, 2500, Easing.OutCubic);
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failLowPassFilter.CutoffTo(300, 2500, Easing.OutCubic);
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failAnimation.Start();
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if (GameplayState.Mods.OfType<IApplicableFailOverride>().Any(m => m.RestartOnFail))
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@ -801,7 +799,7 @@ namespace osu.Game.Screens.Play
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private void onFailComplete()
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{
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GameplayClockContainer.Stop();
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lowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF);
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failLowPassFilter.CutoffTo(AudioFilter.MAX_LOWPASS_CUTOFF);
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FailOverlay.Retries = RestartCount;
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FailOverlay.Show();
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