add FAIL_COMBO_OF_30_MISSES
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@@ -1320,7 +1320,21 @@ void ScreenGameplay::Update( float fDeltaTime )
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}
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/* If FAIL_IMMEDIATE and everyone is failing, start SM_BeginFailed. */
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if( GAMESTATE->AllAreDead() && GAMESTATE->m_SongOptions.m_FailType == SongOptions::FAIL_IMMEDIATE )
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bool bBeginFailed = false;
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switch( GAMESTATE->m_SongOptions.m_FailType )
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{
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case SongOptions::FAIL_IMMEDIATE:
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if( GAMESTATE->AllAreDead() )
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bBeginFailed = true;
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break;
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case SongOptions::FAIL_COMBO_OF_30_MISSES:
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if( GAMESTATE->AllHaveComboOf30OrMoreMisses() )
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bBeginFailed = true;
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break;
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default:
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}
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if( bBeginFailed )
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{
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if( PREFSMAN->m_bMinimum1FullSongInCourses && GAMESTATE->GetCourseSongIndex()==0 )
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; // do nothing
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@@ -1424,6 +1438,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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switch( GAMESTATE->m_SongOptions.m_FailType )
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{
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case SongOptions::FAIL_IMMEDIATE:
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case SongOptions::FAIL_COMBO_OF_30_MISSES:
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case SongOptions::FAIL_END_OF_SONG:
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FOREACH_EnabledPlayer(pn)
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g_CurStageStats.bFailed[pn] = true; // fail
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