Add StageStats::bFailedEarlier, to simplify gameplay logic. This should
fix course weirdness.
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@@ -36,6 +36,7 @@ void StageStats::AddStats( const StageStats& other )
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iMeter[p] += other.iMeter[p] * iLengthMultiplier;
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fAliveSeconds[p] += other.fAliveSeconds[p];
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bFailed[p] |= other.bFailed[p];
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bFailedEarlier[p] |= other.bFailedEarlier[p];
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iPossibleDancePoints[p] += other.iPossibleDancePoints[p];
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iActualDancePoints[p] += other.iActualDancePoints[p];
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