separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.
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@@ -1355,7 +1355,7 @@ void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
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}
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else if( SM == SM_GoToNextScreen )
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{
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if( GAMESTATE->GetEventMode() )
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if( GAMESTATE->IsEventMode() )
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{
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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}
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@@ -1460,7 +1460,7 @@ void ScreenEvaluation::EndScreen()
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FOREACH_PlayerNumber( p )
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m_Grades[p].SettleImmediately();
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if( !GAMESTATE->GetEventMode() )
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if( !GAMESTATE->IsEventMode() )
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{
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switch( m_Type )
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{
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