update ModsLevel use
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@@ -22,12 +22,12 @@ function ScreenSelectMusic:setupmusicstagemods()
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for dummy, pn in ipairs(GAMESTATE:GetHumanPlayers()) do
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GAMESTATE:SetCurrentSteps( pn, steps )
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GAMESTATE:GetPlayerState(pn):SetPlayerOptions( ModsLevel_Stage, po )
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GAMESTATE:GetPlayerState(pn):SetPlayerOptions( "ModsLevel_Stage", po )
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GAMESTATE:SetPreferredDifficulty( pn, difficulty )
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MESSAGEMAN:Broadcast( "PlayerOptionsChangedP" .. (pn+1) )
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end
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GAMESTATE:SetSongOptions( ModsLevel_Stage, so )
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GAMESTATE:SetSongOptions( "ModsLevel_Stage", so )
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MESSAGEMAN:Broadcast( "SongOptionsChanged" )
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end
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@@ -41,11 +41,11 @@ function ScreenSelectMusic:setupcoursestagemods()
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local so = "failimmediate"
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for dummy, pn in ipairs(GAMESTATE:GetHumanPlayers()) do
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GAMESTATE:GetPlayerState(pn):SetPlayerOptions( ModsLevel_Stage, po )
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GAMESTATE:GetPlayerState(pn):SetPlayerOptions( "ModsLevel_Stage", po )
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MESSAGEMAN:Broadcast( "PlayerOptionsChangedP" .. (pn+1) )
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end
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GAMESTATE:SetSongOptions( ModsLevel_Stage, so )
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GAMESTATE:SetSongOptions( "ModsLevel_Stage", so )
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MESSAGEMAN:Broadcast( "SongOptionsChanged" )
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end
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end
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@@ -2041,10 +2041,12 @@ public:
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}
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static int SetSongOptions( T* p, lua_State *L )
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{
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ModsLevel m = Enum::Check<ModsLevel>( L, 1 );
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SongOptions so;
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so.FromString( SArg(2) );
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p->m_SongOptions.Assign( ModsLevel(IArg(1)), so );
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p->m_SongOptions.Assign( m, so );
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return 0;
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}
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static int GetCurrentStyle( T* p, lua_State *L )
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@@ -173,10 +173,11 @@ class LunaPlayerState: public Luna<PlayerState>
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{
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static int SetPlayerOptions( T* p, lua_State *L )
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{
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ModsLevel m = Enum::Check<ModsLevel>( L, 1 );
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PlayerOptions po;
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po.FromString( SArg(2) );
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p->m_PlayerOptions.Assign( ModsLevel(IArg(1)), po );
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p->m_PlayerOptions.Assign( m, po );
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return 0;
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}
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public:
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