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synced 2025-03-19 01:24:34 +00:00
Fix ModTimeRamp not working
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@ -52,6 +52,9 @@ namespace osu.Game.Screens.Play
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public override OverlayActivation InitialOverlayActivationMode => OverlayActivation.UserTriggered;
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// We are managing our own adjustments (see OnEntering/OnExiting).
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public override bool AllowRateAdjustments => false;
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/// <summary>
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/// Whether gameplay should pause when the game window focus is lost.
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/// </summary>
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@ -627,6 +630,10 @@ namespace osu.Game.Screens.Play
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foreach (var mod in Mods.Value.OfType<IApplicableToHUD>())
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mod.ApplyToHUD(HUDOverlay);
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Beatmap.Value.Track.ResetSpeedAdjustments();
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foreach (var mod in Mods.Value.OfType<IApplicableToTrack>())
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mod.ApplyToTrack(Beatmap.Value.Track);
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}
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public override void OnSuspending(IScreen next)
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@ -660,6 +667,8 @@ namespace osu.Game.Screens.Play
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// as we are no longer the current screen, we cannot guarantee the track is still usable.
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GameplayClockContainer?.StopUsingBeatmapClock();
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Beatmap.Value.Track.ResetSpeedAdjustments();
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fadeOut();
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return base.OnExiting(next);
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}
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