save Preferred, Stage, Song, and Current modifiers separately. This eliminates the fragile mods store/restore.
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@@ -753,7 +753,7 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
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pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze );
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/* Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it. */
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const float fRate = GAMESTATE->m_SongOptions.m_fMusicRate;
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const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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// Find the BGSegment we're in
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const int i = FindBGSegmentForBeat( fBeat );
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@@ -989,8 +989,8 @@ void BrightnessOverlay::Update( float fDeltaTime )
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void BrightnessOverlay::SetActualBrightness()
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{
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float fLeftBrightness = 1-GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_fCover;
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float fRightBrightness = 1-GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.m_fCover;
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float fLeftBrightness = 1-GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.GetCurrent().m_fCover;
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float fRightBrightness = 1-GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.GetCurrent().m_fCover;
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float fBaseBGBrightness = PREFSMAN->m_fBGBrightness;
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