fix fail never happening, no matter the fail mode.
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@@ -1278,7 +1278,9 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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//
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FOREACH_EnabledPlayer(p)
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FOREACH_EnabledPlayer(p)
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{
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{
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if( g_CurStageStats.bFailed[p] )
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if(
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(m_pLifeMeter[p] && m_pLifeMeter[p]->IsFailing()) ||
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(m_pCombinedLifeMeter && m_pCombinedLifeMeter->IsFailing(p)) )
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{
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{
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GAMESTATE->m_HealthState[p] = GameState::DEAD;
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GAMESTATE->m_HealthState[p] = GameState::DEAD;
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}
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}
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