save Preferred, Stage, Song, and Current modifiers separately. This eliminates the fragile mods store/restore.
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@@ -151,7 +151,7 @@ void StageStats::CommitScores( bool bSummary )
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}
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// don't save scores if the player chose not to
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if( !GAMESTATE->m_SongOptions.m_bSaveScore )
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if( !GAMESTATE->m_SongOptions.GetCurrent().m_bSaveScore )
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return;
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LOG->Trace( "saving stats and high scores" );
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@@ -172,7 +172,7 @@ void StageStats::CommitScores( bool bSummary )
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hs.SetScore( m_player[p].iScore );
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hs.SetPercentDP( m_player[p].GetPercentDancePoints() );
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hs.SetSurviveSeconds( m_player[p].fAliveSeconds );
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hs.SetModifiers( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetString() );
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hs.SetModifiers( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetStage().GetString() );
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hs.SetDateTime( DateTime::GetNowDateTime() );
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hs.SetPlayerGuid( PROFILEMAN->IsPersistentProfile(p) ? PROFILEMAN->GetProfile(p)->m_sGuid : RString("") );
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hs.SetMachineGuid( PROFILEMAN->GetMachineProfile()->m_sGuid );
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