Update to use the new ModsGroup api.
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@@ -192,7 +192,7 @@ void ScreenJukebox::Init()
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// choose some cool options
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int Benchmark = 0;
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if(Benchmark)
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if( Benchmark )
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{
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/* Note that you also need to make sure you benchmark with the
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* same notes. I use a copy of MaxU with only heavy notes included. */
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@@ -200,13 +200,13 @@ void ScreenJukebox::Init()
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{
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/* Lots and lots of arrows. This might even bias to arrows a little
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* too much. */
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = PlayerOptions() );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_fScrollSpeed = .25f );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_fPerspectiveTilt = -1 );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, .m_fEffects[ PlayerOptions::EFFECT_MINI ] = 1 );
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MODS_GROUP_CALL( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, Init );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fScrollSpeed, .25f );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fPerspectiveTilt, -1.0f );
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, m_fEffects[ PlayerOptions::EFFECT_MINI ], 1.0f );
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}
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_LifeType = SongOptions::LIFE_BATTERY );
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_FailType = SongOptions::FAIL_OFF );
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_FailType, SongOptions::FAIL_OFF );
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}
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FOREACH_EnabledPlayer( p )
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@@ -219,15 +219,15 @@ void ScreenJukebox::Init()
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PlayerOptions po;
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GAMESTATE->GetDefaultPlayerOptions( po );
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po.ChooseRandomModifiers();
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MODS_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions, ModsLevel_Stage, = po );
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GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
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}
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}
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SongOptions so;
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GAMESTATE->GetDefaultSongOptions( so );
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, = so );
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GAMESTATE->m_SongOptions.Assign( ModsLevel_Stage, so );
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, .m_FailType = SongOptions::FAIL_OFF );
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_FailType, SongOptions::FAIL_OFF );
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GAMESTATE->m_bDemonstrationOrJukebox = true;
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