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Playing -> PlayingState
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@@ -72,7 +72,7 @@ namespace osu.Game.Screens.Play
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/// <summary>
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/// The local user's playing state (whether actively playing, paused, or not playing due to watching a replay or similar).
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/// </summary>
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public IBindable<LocalUserPlayingState> Playing { get; } = new Bindable<LocalUserPlayingState>();
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public IBindable<LocalUserPlayingState> PlayingState { get; } = new Bindable<LocalUserPlayingState>();
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public GameplayState(
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IBeatmap beatmap,
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@@ -82,7 +82,7 @@ namespace osu.Game.Screens.Play
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ScoreProcessor? scoreProcessor = null,
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HealthProcessor? healthProcessor = null,
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Storyboard? storyboard = null,
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IBindable<LocalUserPlayingState>? localUserPlaying = null)
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IBindable<LocalUserPlayingState>? localUserPlayingState = null)
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{
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Beatmap = beatmap;
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Ruleset = ruleset;
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@@ -99,8 +99,8 @@ namespace osu.Game.Screens.Play
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HealthProcessor = healthProcessor ?? ruleset.CreateHealthProcessor(beatmap.HitObjects[0].StartTime);
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Storyboard = storyboard ?? new Storyboard();
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if (localUserPlaying != null)
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Playing.BindTo(localUserPlaying);
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if (localUserPlayingState != null)
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PlayingState.BindTo(localUserPlayingState);
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}
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/// <summary>
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@@ -245,7 +245,7 @@ namespace osu.Game.Screens.Play.HUD
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private void load(SpectatorClient client, GameplayState gameplayState)
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{
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((IBindableList<SpectatorUser>)Spectators).BindTo(client.WatchingUsers);
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((IBindable<LocalUserPlayingState>)UserPlayingState).BindTo(gameplayState.Playing);
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((IBindable<LocalUserPlayingState>)UserPlayingState).BindTo(gameplayState.PlayingState);
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}
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}
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}
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