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Fix multiplayer spectator not working with freestyle
It's no longer possible to just assume that using the ambient `WorkingBeatmap` is gonna work. Bit dodgy but seems to work and also I'd hope that `WorkingBeatmapCache` makes this not overly taxing. If there are concerns this can probably be an async load or something.
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@ -53,7 +53,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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public Score? Score { get; private set; }
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public Score? Score { get; private set; }
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[Resolved]
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[Resolved]
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private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
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private BeatmapManager beatmapManager { get; set; } = null!;
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private readonly AudioAdjustments clockAdjustmentsFromMods = new AudioAdjustments();
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private readonly AudioAdjustments clockAdjustmentsFromMods = new AudioAdjustments();
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private readonly BindableDouble volumeAdjustment = new BindableDouble();
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private readonly BindableDouble volumeAdjustment = new BindableDouble();
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@ -89,7 +89,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer.Spectate
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Score = score;
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Score = score;
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gameplayContent.Child = new PlayerIsolationContainer(beatmap.Value, Score.ScoreInfo.Ruleset, Score.ScoreInfo.Mods)
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var workingBeatmap = beatmapManager.GetWorkingBeatmap(Score.ScoreInfo.BeatmapInfo);
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workingBeatmap.LoadTrack();
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gameplayContent.Child = new PlayerIsolationContainer(workingBeatmap, Score.ScoreInfo.Ruleset, Score.ScoreInfo.Mods)
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{
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Child = stack = new OsuScreenStack
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Child = stack = new OsuScreenStack
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