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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@@ -30,9 +30,12 @@ struct StageStats
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enum { STAGE_INVALID, STAGE_NORMAL, STAGE_EXTRA, STAGE_EXTRA2 } StageType;
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int iMeter[NUM_PLAYERS];
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float fAliveSeconds[NUM_PLAYERS]; // how far into the music did they last before failing? Updated by Gameplay.
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/* This indicates whether the player failed the song; it's always false for FAIL_OFF
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* and is only set to true in FAIL_END_OF_SONG at the end of the song. */
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/* Set if the player actually failed at any point during the song. This is always
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* false in FAIL_OFF. If recovery is enabled and two players are playing,
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* this is only set if both players were failing at the same time. */
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bool bFailed[NUM_PLAYERS];
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/* This indicates whether the player bottomed out his bar/ran out of lives at some
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* point during the song. It's set in all fail modes. */
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bool bFailedEarlier[NUM_PLAYERS];
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