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Make test compile
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@ -177,7 +177,6 @@ namespace osu.Game.Tests.Gameplay
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AddAssert("not failed", () => !processor.HasFailed);
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AddStep("apply miss hit result", () => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Miss }));
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AddAssert("failed", () => processor.HasFailed);
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AddAssert("triggering mod is sudden death", () => processor.ModTriggeringFailure is OsuModSuddenDeath);
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}
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[TestCase(HitResult.Miss)]
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@ -202,10 +201,6 @@ namespace osu.Game.Tests.Gameplay
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AddStep($"apply {resultApplied.ToString().ToLowerInvariant()} hit result",
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() => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = resultApplied }));
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AddAssert("failed", () => processor.HasFailed);
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AddAssert("triggering mod is correct", () => resultApplied == HitResult.Meh
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? processor.ModTriggeringFailure is ModFailOnResult
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: processor.ModTriggeringFailure is OsuModSuddenDeath);
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}
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[Test]
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@ -228,9 +223,6 @@ namespace osu.Game.Tests.Gameplay
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AddStep("apply miss hit result", () => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Miss }));
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AddAssert("failed", () => processor.HasFailed);
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// ensure that the processor always favours the mod with RestartOnFail = true when deciding which mod triggered the failure.
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AddAssert("triggering mod has restart", () => processor.ModTriggeringFailure is IApplicableFailOverride fail && fail.RestartOnFail);
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}
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[Test]
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