simplify
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@@ -271,10 +271,8 @@ bool GameState::HasEarnedExtraStage()
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GAMESTATE->m_pCurNotes[p]->GetDifficulty() != DIFFICULTY_CHALLENGE )
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continue; /* not hard enough! */
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/* XXX: if "choose EX" is enabled, then we should only grant EX2
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* if the chosen stage was the EX we would have chosen (the hardest
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* song or extra1.crs). Also, that song should be highlighted in the
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* music wheel. */
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/* If "choose EX" is enabled, then we should only grant EX2 if the chosen
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* stage was the EX we would have chosen (m_bAllow2ndExtraStage is true). */
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if( PREFSMAN->m_bPickExtraStage && GAMESTATE->IsExtraStage() && !GAMESTATE->m_bAllow2ndExtraStage )
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continue;
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@@ -315,7 +313,6 @@ void GameState::GetFinalEvalStatsAndSongs( StageStats& statsOut, vector<Song*>&
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}
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/* XXX: Should we store song options, too? */
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/* Store the player's preferred options. This is called at the very beginning
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* of gameplay. */
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void GameState::StoreSelectedOptions()
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@@ -333,11 +330,5 @@ void GameState::RestoreSelectedOptions()
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{
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for( int p=0; p<NUM_PLAYERS; p++ )
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GAMESTATE->m_PlayerOptions[p] = GAMESTATE->m_StoredPlayerOptions[p];
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/* Oops. We can't do this; it'll reset lives back to 4, and we need it
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* to stick around for the length of the course (for regaining). Let's
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* just reset the options that can actually be set per-song. XXX */
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// GAMESTATE->m_SongOptions.Init();
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m_SongOptions = m_StoredSongOptions;
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// GAMESTATE->m_SongOptions.m_DrainType = SongOptions::DRAIN_NORMAL;
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// GAMESTATE->m_SongOptions.m_fMusicRate = 1.0f;
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}
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