Fix PlayerOptions::GetString percentage rounding.
Merge ScreenGameplay::SM_NotesEnded code paths. Replace FAIL_PASSMARK with PlayerOptions FailMark: It's simpler: only one test (in SM_NotesEnded). It can be 1: changed easily: say "80% FailMark" for BM; 2: set per-player, if some mode wants an easier setting for easier difficulties; 3: changed during courses (if you really wanted to). It coexists with fail types. In some BeatMania games, you have to be over 80% at the end to pass, but you also fail immediately if the bar empties. One thing to be careful of: since it coexists with fail types, setting FailOff doesn't disable FailMark failing. If you want that, too, use "No FailMark". The danger background works consistently. (If FailOff is set, the behavior is what it was--no danger at all.)
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@@ -320,8 +320,7 @@ static void DefaultFailType( int &sel, bool ToSel, const CStringArray &choices )
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{
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case 0: so.m_FailType = SongOptions::FAIL_ARCADE; break;
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case 1: so.m_FailType = SongOptions::FAIL_END_OF_SONG; break;
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case 2: so.m_FailType = SongOptions::FAIL_PASSMARK; break;
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case 3: so.m_FailType = SongOptions::FAIL_OFF; break;
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case 2: so.m_FailType = SongOptions::FAIL_OFF; break;
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default:
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ASSERT(0);
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}
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@@ -451,7 +450,7 @@ static const ConfOption g_ConfOptions[] =
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ConfOption( "Progressive\nLifebar", ProgressiveLifebar, "OFF","1","2","3","4","5","6","7","8"),
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ConfOption( "Progressive\nStage Lifebar",ProgressiveStageLifebar, "OFF","1","2","3","4","5","6","7","8","INSANITY"),
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ConfOption( "Progressive\nNonstop Lifebar",ProgressiveNonstopLifebar,"OFF","1","2","3","4","5","6","7","8","INSANITY"),
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ConfOption( "Default\nFail Type", DefaultFailType, "ARCADE","END OF SONG","PASSMARK","OFF" ),
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ConfOption( "Default\nFail Type", DefaultFailType, "ARCADE","END OF SONG","OFF" ),
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ConfOption( "Coins Per\nCredit", CoinsPerCredit, "1","2","3","4","5","6","7","8" ),
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ConfOption( "Joint\nPremium", JointPremium, "OFF","ON" ),
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ConfOption( "Show Song\nOptions", ShowSongOptions, "HIDE","SHOW","ASK" ),
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