remove m_bPickExtraStage, use false behavior. Extra stage stuff is way too complicated for too many niche cases.
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@@ -1195,8 +1195,6 @@ bool GameState::HasEarnedExtraStage() const
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if( !IsFinalStage() && !IsExtraStage() )
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return false;
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bool bOnePassed = false;
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FOREACH_EnabledPlayer( pn )
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{
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if( m_pCurSteps[pn]->GetDifficulty() != Difficulty_Hard &&
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@@ -1206,27 +1204,11 @@ bool GameState::HasEarnedExtraStage() const
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if( (IsExtraStage() && STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= GRADE_TIER_FOR_EXTRA_1) ||
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(IsExtraStage2() && STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= GRADE_TIER_FOR_EXTRA_2) )
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{
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bOnePassed = true;
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break;
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return true;
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}
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}
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if( !bOnePassed )
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return false;
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/* If PickExtraStage, allow EX2 if the chosen song was correct. */
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if( PREFSMAN->m_bPickExtraStage && IsExtraStage2() )
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{
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Song* pSong;
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Steps* pSteps;
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SONGMAN->GetExtraStageInfo( false, GetCurrentStyle(), pSong, pSteps );
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ASSERT(pSong);
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const StageStats &stats = STATSMAN->m_CurStageStats;
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return stats.m_vpPlayedSongs.size() && stats.m_vpPlayedSongs.back() == pSong;
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}
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return true;
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return false;
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}
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PlayerNumber GameState::GetBestPlayer() const
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