Lock the life meter after failing.
If m_bTwoPlayerRecovery (normal): only lock and fail in FAIL_END_OF_SONG if both players were failing at the same point. (Before, FAIL_ARCADE would pass as long as one player was passing at any given point, but FAIL_END_OF_SONG would fail at the end if all players were failing at any point, which made FAIL_END_OF_SONG harder than FAIL_ARCADE in some cases.) Don't show the danger animation in FAIL_OFF.
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@@ -358,6 +358,10 @@ void LifeMeterBar::ChangeLife( TapNoteScore score )
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m_iComboToRegainLife = max( m_iComboToRegainLife, NewComboToRegainLife );
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}
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/* If we've already failed, there's no point in letting them fill up the bar again. */
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if( GAMESTATE->m_CurStageStats.bFailed[m_PlayerNumber] )
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fDeltaLife = 0;
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switch( GAMESTATE->m_SongOptions.m_DrainType )
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{
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case SongOptions::DRAIN_NORMAL:
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