separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.
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@@ -64,10 +64,6 @@ void ScreenGameplayMultiplayer::Init()
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if( GAMESTATE->m_pCurSong == NULL && GAMESTATE->m_pCurCourse == NULL )
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return; // ScreenDemonstration will move us to the next scren. We just need to survive for one update without crashing.
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/* This is usually done already, but we might have come here without going through
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* ScreenSelectMusic or the options menus at all. */
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GAMESTATE->AdjustFailType();
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/* Save selected options before we change them. */
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GAMESTATE->StoreSelectedOptions();
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