make FailType a PlayerOption instead of a SongOption; fixes
peculiarity that GameState::GetPlayerFailType can implement fail modes per-player and nothing else can
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@@ -9,7 +9,6 @@ void SongOptions::Init()
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m_LifeType = LIFE_BAR;
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m_DrainType = DRAIN_NORMAL;
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m_iBatteryLives = 4;
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m_FailType = FAIL_IMMEDIATE;
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m_bAssistClap = false;
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m_bAssistMetronome = false;
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m_fMusicRate = 1.0f;
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@@ -74,15 +73,6 @@ void SongOptions::GetMods( vector<RString> &AddTo ) const
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}
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switch( m_FailType )
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{
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case FAIL_IMMEDIATE: break;
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case FAIL_IMMEDIATE_CONTINUE: AddTo.push_back("FailImmediateContinue"); break;
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case FAIL_AT_END: AddTo.push_back("FailAtEnd"); break;
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case FAIL_OFF: AddTo.push_back("FailOff"); break;
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default: ASSERT(0);
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}
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if( m_fMusicRate != 1 )
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{
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RString s = ssprintf( "%2.2f", m_fMusicRate );
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@@ -182,19 +172,6 @@ void SongOptions::FromString( const RString &sOptions )
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sBit == "death" ) m_DrainType = DRAIN_SUDDEN_DEATH;
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else if( sBit == "power-drop" ) m_DrainType = DRAIN_NO_RECOVER;
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else if( sBit == "normal-drain" ) m_DrainType = DRAIN_NORMAL;
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else if( sBit == "failarcade" ||
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sBit == "failimmediate" ) m_FailType = FAIL_IMMEDIATE;
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else if( sBit == "failendofsong" ||
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sBit == "failimmediatecontinue" ) m_FailType = FAIL_IMMEDIATE_CONTINUE;
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else if( sBit == "failatend" ) m_FailType = FAIL_AT_END;
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else if( sBit == "failoff" ) m_FailType = FAIL_OFF;
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else if( sBit == "faildefault" )
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{
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SongOptions so;
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GAMESTATE->GetDefaultSongOptions( so );
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m_FailType = so.m_FailType;
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}
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else if( sBit == "clap" ) m_bAssistClap = on;
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else if( sBit == "metronome" ) m_bAssistMetronome = on;
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@@ -224,7 +201,6 @@ bool SongOptions::operator==( const SongOptions &other ) const
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COMPARE( m_LifeType );
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COMPARE( m_DrainType );
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COMPARE( m_iBatteryLives );
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COMPARE( m_FailType );
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COMPARE( m_fMusicRate );
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COMPARE( m_fHaste );
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COMPARE( m_bAssistClap );
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