Update to use the new ModsGroup api.
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@@ -107,7 +107,7 @@ ScreenEvaluation::ScreenEvaluation()
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FOREACH_PlayerNumber( p )
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{
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if( RandomInt(2) )
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_bTransforms[PlayerOptions::TRANSFORM_ECHO] = true ); // show "disqualified"
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_bTransforms[PlayerOptions::TRANSFORM_ECHO], true ); // show "disqualified"
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GAMESTATE->m_bSideIsJoined[p] = true;
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GAMESTATE->m_pCurSteps[p].Set( GAMESTATE->m_pCurSong->GetAllSteps()[0] );
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@@ -119,8 +119,8 @@ ScreenEvaluation::ScreenEvaluation()
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STATSMAN->m_CurStageStats.m_player[p].vpPossibleSteps.push_back( GAMESTATE->m_pCurSteps[PLAYER_1] );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_fScrollSpeed = 2 );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .ChooseRandomModifiers() );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, 2.0f );
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MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, ChooseRandomModifiers );
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}
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for( float f = 0; f < 100.0f; f += 1.0f )
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