separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.
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@@ -1113,7 +1113,6 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
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}
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else
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{
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GAMESTATE->AdjustFailType();
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SOUND->StopMusic();
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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}
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@@ -1170,7 +1169,7 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
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/* See if this song is a repeat. If we're in event mode, only check the last five songs. */
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bool bIsRepeat = false;
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int i = 0;
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if( GAMESTATE->GetEventMode() )
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if( GAMESTATE->IsEventMode() )
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i = max( 0, int(STATSMAN->m_vPlayedStageStats.size())-5 );
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for( ; i < (int)STATSMAN->m_vPlayedStageStats.size(); ++i )
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if( STATSMAN->m_vPlayedStageStats[i].vpSongs.back() == m_MusicWheel.GetSelectedSong() )
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