separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.
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@@ -82,7 +82,7 @@ void ScreenTitleMenu::Init()
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m_textMaxStages.LoadFromFont( THEME->GetPathF(m_sName,"MaxStages") );
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m_textMaxStages.SetName( "MaxStages" );
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CString sText =
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GAMESTATE->GetEventMode() ?
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GAMESTATE->IsEventMode() ?
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CString("event mode") :
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ssprintf( "%d %s%s max", PREFSMAN->m_iNumArcadeStages.Value(), MAX_STAGES_TEXT.c_str(), (PREFSMAN->m_iNumArcadeStages>1)?"s":"" );
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m_textMaxStages.SetText( sText );
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