Don't mess with the FailType if it was set with DefaultOptions.
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@@ -486,8 +486,13 @@ void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>&
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void GameState::ApplyModifiers( PlayerNumber pn, CString sModifiers )
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void GameState::ApplyModifiers( PlayerNumber pn, CString sModifiers )
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{
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{
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const SongOptions::FailType ft = GAMESTATE->m_SongOptions.m_FailType;
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m_PlayerOptions[pn].FromString( sModifiers );
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m_PlayerOptions[pn].FromString( sModifiers );
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m_SongOptions.FromString( sModifiers );
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m_SongOptions.FromString( sModifiers );
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if( ft != GAMESTATE->m_SongOptions.m_FailType )
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GAMESTATE->m_bChangedFailType = true;
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}
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}
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/* Store the player's preferred options. This is called at the very beginning
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/* Store the player's preferred options. This is called at the very beginning
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