don't DQ because of forced mods
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@@ -1038,10 +1038,14 @@ void GameState::ApplyModifiers( PlayerNumber pn, RString sModifiers )
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void GameState::StoreSelectedOptions()
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{
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FOREACH_PlayerNumber( pn )
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{
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m_pPlayerState[pn]->m_StoredPlayerOptions = m_pPlayerState[pn]->m_PlayerOptions;
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m_StoredSongOptions = m_SongOptions;
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}
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void GameState::StoreStageOptions()
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{
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FOREACH_PlayerNumber( pn )
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m_pPlayerState[pn]->m_StagePlayerOptions = m_pPlayerState[pn]->m_PlayerOptions;
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}
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m_StoredSongOptions = m_SongOptions;
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}
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@@ -1078,15 +1082,19 @@ bool GameState::IsDisqualified( PlayerNumber pn )
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if( !GAMESTATE->IsHumanPlayer(pn) )
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return false;
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const PlayerOptions &po = GAMESTATE->m_pPlayerState[pn]->m_StoredPlayerOptions;
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// Check the stored player options for disqualify. Don't disqualify because
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// of mods that were forced.
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if( GAMESTATE->IsCourseMode() )
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{
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return GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.IsEasierForCourseAndTrail(
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return po.IsEasierForCourseAndTrail(
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GAMESTATE->m_pCurCourse,
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GAMESTATE->m_pCurTrail[pn] );
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}
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else
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{
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return GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.IsEasierForSongAndSteps(
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return po.IsEasierForSongAndSteps(
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GAMESTATE->m_pCurSong,
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GAMESTATE->m_pCurSteps[pn] );
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}
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