separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.
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@@ -1453,7 +1453,7 @@ static void HandleInputEvents(float fDeltaTime)
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continue; // skip
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// check back in event mode
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if( GAMESTATE->GetEventMode() &&
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if( GAMESTATE->IsEventMode() &&
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CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_BACK_IN_EVENT_MODE) )
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{
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MenuI.player = PLAYER_1;
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