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Fix editor not resetting mods when entering
Would leave the user potentially in a test mode that is in a weird state (ie. if cinema mod was enabled). Eventually we'll add the ability to choose mods for test play, but that will be done in a saner way. Closes #15870.
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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@ -9,6 +10,7 @@ using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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@ -53,6 +55,14 @@ namespace osu.Game.Screens.Edit
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});
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// will be restored via lease, see `DisallowExternalBeatmapRulesetChanges`.
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Mods.Value = ArraySegment<Mod>.Empty;
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}
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protected virtual Editor CreateEditor() => new Editor(this);
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protected override void LogoArriving(OsuLogo logo, bool resuming)
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