separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.
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@@ -251,7 +251,7 @@ void MusicWheel::Load( CString sType )
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// but someone mentioned it does it sometimes.
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if( GAMESTATE->m_pCurSong != NULL &&
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SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong ) + GAMESTATE->m_iCurrentStageIndex > PREFSMAN->m_iNumArcadeStages
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&& !GAMESTATE->GetEventMode()
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&& !GAMESTATE->IsEventMode()
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&& !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
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{
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GAMESTATE->m_pCurSong.Set( NULL );
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@@ -498,7 +498,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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case SORT_ONI_COURSES:
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case SORT_ENDLESS_COURSES:
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/* Don't display course modes after the first stage. */
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if( !GAMESTATE->GetEventMode() && GAMESTATE->m_iCurrentStageIndex )
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if( !GAMESTATE->IsEventMode() && GAMESTATE->m_iCurrentStageIndex )
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continue;
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}
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