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Allow restarts in ModPerfect
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parent
dea2acaea3
commit
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@ -6,13 +6,15 @@ using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mods
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namespace osu.Game.Rulesets.Mods
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{
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{
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public abstract class ModPerfect : ModSuddenDeath
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public abstract class ModPerfect : ModSuddenDeath, IApplicableRestartOnFail
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{
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{
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public override string Name => "Perfect";
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public override string Name => "Perfect";
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public override string ShortenedName => "PF";
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public override string ShortenedName => "PF";
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public override FontAwesome Icon => FontAwesome.fa_osu_mod_perfect;
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public override FontAwesome Icon => FontAwesome.fa_osu_mod_perfect;
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public override string Description => "SS or quit.";
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public override string Description => "SS or quit.";
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public bool AllowRestart => true;
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protected override bool FailCondition(ScoreProcessor scoreProcessor) => scoreProcessor.Accuracy.Value != 1;
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protected override bool FailCondition(ScoreProcessor scoreProcessor) => scoreProcessor.Accuracy.Value != 1;
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}
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}
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}
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}
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@ -289,6 +289,12 @@ namespace osu.Game.Screens.Play
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if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
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if (Beatmap.Value.Mods.Value.OfType<IApplicableFailOverride>().Any(m => !m.AllowFail))
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return false;
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return false;
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if (Beatmap.Value.Mods.Value.OfType<IApplicableRestartOnFail>().Any(m => m.AllowRestart))
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{
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Restart();
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return false;
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}
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adjustableClock.Stop();
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adjustableClock.Stop();
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HasFailed = true;
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HasFailed = true;
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