use Fail30Misses for the first song in a course
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@@ -1321,7 +1321,10 @@ void ScreenGameplay::Update( float fDeltaTime )
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/* If FAIL_IMMEDIATE and everyone is failing, start SM_BeginFailed. */
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bool bBeginFailed = false;
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switch( GAMESTATE->m_SongOptions.m_FailType )
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SongOptions::FailType ft = GAMESTATE->m_SongOptions.m_FailType;
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if( PREFSMAN->m_bMinimum1FullSongInCourses && GAMESTATE->IsCourseMode() && GAMESTATE->GetCourseSongIndex()==0 )
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ft = SongOptions::FAIL_COMBO_OF_30_MISSES;
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switch( ft )
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{
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case SongOptions::FAIL_IMMEDIATE:
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if( GAMESTATE->AllAreDead() )
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@@ -1334,12 +1337,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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}
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if( bBeginFailed )
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{
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if( PREFSMAN->m_bMinimum1FullSongInCourses && GAMESTATE->IsCourseMode() && GAMESTATE->GetCourseSongIndex()==0 )
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; // do nothing
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else
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SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
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}
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SCREENMAN->PostMessageToTopScreen( SM_BeginFailed, 0 );
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//
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// Update living players' alive time
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