separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.
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@@ -398,7 +398,9 @@ static void DefaultFailType( int &sel, bool ToSel, const ConfOption *pConfOption
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SongOptions so;
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so.FromString( PREFSMAN->m_sDefaultModifiers );
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sel = so.m_FailType;
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} else {
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}
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else
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{
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PlayerOptions po;
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SongOptions so;
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GetDefaultModifiers( po, so );
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