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https://github.com/ppy/osu
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Fix score processor no longer applying results when failing in multiplayer match
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@ -211,9 +211,6 @@ namespace osu.Game.Rulesets.Scoring
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result.ComboAtJudgement = Combo.Value;
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result.ComboAtJudgement = Combo.Value;
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result.HighestComboAtJudgement = HighestCombo.Value;
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result.HighestComboAtJudgement = HighestCombo.Value;
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if (result.FailedAtJudgement)
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return;
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ScoreResultCounts[result.Type] = ScoreResultCounts.GetValueOrDefault(result.Type) + 1;
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ScoreResultCounts[result.Type] = ScoreResultCounts.GetValueOrDefault(result.Type) + 1;
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if (result.Type.IncreasesCombo())
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if (result.Type.IncreasesCombo())
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@ -267,9 +264,6 @@ namespace osu.Game.Rulesets.Scoring
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Combo.Value = result.ComboAtJudgement;
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Combo.Value = result.ComboAtJudgement;
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HighestCombo.Value = result.HighestComboAtJudgement;
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HighestCombo.Value = result.HighestComboAtJudgement;
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if (result.FailedAtJudgement)
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return;
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ScoreResultCounts[result.Type] = ScoreResultCounts.GetValueOrDefault(result.Type) - 1;
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ScoreResultCounts[result.Type] = ScoreResultCounts.GetValueOrDefault(result.Type) - 1;
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if (result.Judgement.MaxResult.AffectsAccuracy())
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if (result.Judgement.MaxResult.AffectsAccuracy())
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@ -357,6 +357,9 @@ namespace osu.Game.Screens.Play
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DrawableRuleset.NewResult += r =>
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DrawableRuleset.NewResult += r =>
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{
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{
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if (GameplayState.ShownFailAnimation)
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return;
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HealthProcessor.ApplyResult(r);
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HealthProcessor.ApplyResult(r);
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ScoreProcessor.ApplyResult(r);
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ScoreProcessor.ApplyResult(r);
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GameplayState.ApplyResult(r);
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GameplayState.ApplyResult(r);
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@ -364,6 +367,9 @@ namespace osu.Game.Screens.Play
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DrawableRuleset.RevertResult += r =>
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DrawableRuleset.RevertResult += r =>
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{
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{
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if (GameplayState.ShownFailAnimation)
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return;
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HealthProcessor.RevertResult(r);
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HealthProcessor.RevertResult(r);
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ScoreProcessor.RevertResult(r);
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ScoreProcessor.RevertResult(r);
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};
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};
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