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Don't convert TaikoModRandom to/from legacy mods
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@ -25,7 +25,6 @@ namespace osu.Game.Rulesets.Taiko.Tests
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new object[] { LegacyMods.HalfTime, new[] { typeof(TaikoModHalfTime) } },
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new object[] { LegacyMods.Flashlight, new[] { typeof(TaikoModFlashlight) } },
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new object[] { LegacyMods.Autoplay, new[] { typeof(TaikoModAutoplay) } },
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new object[] { LegacyMods.Random, new[] { typeof(TaikoModRandom) } },
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new object[] { LegacyMods.HardRock | LegacyMods.DoubleTime, new[] { typeof(TaikoModHardRock), typeof(TaikoModDoubleTime) } },
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new object[] { LegacyMods.ScoreV2, new[] { typeof(ModScoreV2) } },
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};
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@ -115,23 +115,10 @@ namespace osu.Game.Rulesets.Taiko
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if (mods.HasFlagFast(LegacyMods.Relax))
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yield return new TaikoModRelax();
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if (mods.HasFlagFast(LegacyMods.Random))
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yield return new TaikoModRandom();
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if (mods.HasFlagFast(LegacyMods.ScoreV2))
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yield return new ModScoreV2();
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}
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public override LegacyMods ConvertToLegacyMods(Mod[] mods)
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{
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var value = base.ConvertToLegacyMods(mods);
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if (mods.OfType<TaikoModRandom>().Any())
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value |= LegacyMods.Random;
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return value;
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}
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public override IEnumerable<Mod> GetModsFor(ModType type)
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{
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switch (type)
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