Remove Toggle and make the members private. Now, when setting a lower level, it must be applied to the higher levels.
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@@ -1389,7 +1389,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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DoHelp();
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break;
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case EDIT_BUTTON_TOGGLE_ASSIST_TICK:
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MODS_GROUP_TOGGLE( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_bAssistTick );
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_bAssistTick, !GAMESTATE->m_SongOptions.GetStage().m_bAssistTick );
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break;
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case EDIT_BUTTON_OPEN_NEXT_STEPS:
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case EDIT_BUTTON_OPEN_PREV_STEPS:
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@@ -2028,7 +2028,7 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
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TransitionEditState( STATE_EDITING );
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break;
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case EDIT_BUTTON_TOGGLE_ASSIST_TICK:
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MODS_GROUP_TOGGLE( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_bAssistTick );
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MODS_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_bAssistTick, !GAMESTATE->m_SongOptions.GetStage().m_bAssistTick );
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break;
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case EDIT_BUTTON_TOGGLE_AUTOPLAY:
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{
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@@ -2156,8 +2156,7 @@ void ScreenEdit::TransitionEditState( EditState em )
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}
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/* Snap to current options. */
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_current = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetStage();
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.SetCurrentToLevel( ModsLevel_Stage );
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}
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switch( em )
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