separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.
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@@ -10,6 +10,7 @@
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#include "RageTimer.h"
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#include "Difficulty.h"
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#include "MessageManager.h"
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#include "SongOptions.h"
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#include <map>
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#include <deque>
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@@ -101,7 +102,7 @@ public:
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CString m_sLoadingMessage; // used in loading screen
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CString m_sPreferredSongGroup; // GROUP_ALL_MUSIC denotes no preferred group
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bool m_bChangedFailType; // true if FailType was changed in the song options screen
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bool m_bChangedFailTypeOnScreenSongOptions; // true if FailType was changed in the song options screen
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BroadcastOnChange1D<Difficulty,NUM_PLAYERS> m_PreferredDifficulty;
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SortOrder m_PreferredSortOrder; // used by MusicWheel
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bool m_bEditing; // NoteField does special stuff when this is true
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@@ -165,6 +166,9 @@ public:
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void UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp = RageZeroTimer );
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float GetSongPercent( float beat ) const;
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bool IsPlayerHot( PlayerNumber pn ) const;
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bool IsPlayerInDanger( PlayerNumber pn ) const;
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bool IsPlayerDead( PlayerNumber pn ) const;
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bool AllAreInDangerOrWorse() const;
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bool AllAreDead() const;
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bool AllHaveComboOf30OrMoreMisses() const;
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@@ -209,7 +213,7 @@ public:
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bool IsDisqualified( PlayerNumber pn );
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void AdjustFailType();
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SongOptions::FailType GetPlayerFailType( PlayerNumber pn ) const;
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// character stuff
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private:
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@@ -275,7 +279,7 @@ public:
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// These options have weird interactions depending on m_bEventMode,
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// so wrap them
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bool m_bTemporaryEventMode;
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bool GetEventMode();
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bool IsEventMode() const;
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CoinMode GetCoinMode();
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Premium GetPremium();
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