broadcast on changed course/trail
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@@ -122,9 +122,9 @@ bool GameCommand::DescribesCurrentMode( PlayerNumber pn ) const
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return false;
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if( m_pCharacter && GAMESTATE->m_pCurCharacters[pn] != m_pCharacter )
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return false;
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if( m_pCourse && GAMESTATE->m_pCurCourse != m_pCourse )
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if( m_pCourse && GAMESTATE->m_pCurCourse.Get() != m_pCourse )
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return false;
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if( m_pTrail && GAMESTATE->m_pCurTrail[pn] != m_pTrail )
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if( m_pTrail && GAMESTATE->m_pCurTrail[pn].Get() != m_pTrail )
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return false;
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if( !m_sSongGroup.empty() && GAMESTATE->m_sPreferredSongGroup != m_sSongGroup )
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return false;
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@@ -744,12 +744,12 @@ void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
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GAMESTATE->m_pCurSteps[*pn].Set( m_pSteps );
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if( m_pCourse )
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{
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GAMESTATE->m_pCurCourse = m_pCourse;
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GAMESTATE->m_pCurCourse.Set( m_pCourse );
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GAMESTATE->m_pPreferredCourse = m_pCourse;
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}
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if( m_pTrail )
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FOREACH_CONST( PlayerNumber, vpns, pn )
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GAMESTATE->m_pCurTrail[*pn] = m_pTrail;
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GAMESTATE->m_pCurTrail[*pn].Set( m_pTrail );
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if( m_CourseDifficulty != DIFFICULTY_INVALID )
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FOREACH_CONST( PlayerNumber, vpns, pn )
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GAMESTATE->ChangePreferredCourseDifficulty( *pn, m_CourseDifficulty );
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