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Use private instead of protected
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@ -214,7 +214,7 @@ namespace osu.Game.Screens.Select
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Beatmap.DisabledChanged += disabled => Carousel.AllowSelection = !disabled;
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Beatmap.TriggerChange();
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Beatmap.ValueChanged += WorkingBeatmapChanged;
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Beatmap.ValueChanged += workingBeatmapChanged;
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}
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public void Edit(BeatmapInfo beatmap)
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@ -257,7 +257,7 @@ namespace osu.Game.Screens.Select
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// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
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private BeatmapInfo beatmapNoDebounce;
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protected void WorkingBeatmapChanged(WorkingBeatmap beatmap)
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private void workingBeatmapChanged(WorkingBeatmap beatmap)
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{
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if (IsCurrentScreen && !Carousel.SelectBeatmap(beatmap?.BeatmapInfo, false))
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// If selecting new beatmap without bypassing filters failed, there's possibly a ruleset mismatch
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