Re-enable fail pref. Possibly unstable.
Extra eyes would be beneficial here.
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@@ -125,16 +125,15 @@ XToString( CourseSortOrders );
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StringToX( CourseSortOrders );
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LuaXType( CourseSortOrders );
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// XXX: Fix fail bug?
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/* static const char *DefaultFailTypeNames[] = {
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static const char *DefaultFailTypeNames[] = {
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"Immediate",
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"ImmediateContinue",
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"EndOfSong",
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"AtEnd",
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"Off",
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};
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XToString( DefaultFailType );
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StringToX( DefaultFailType );
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LuaXType( DefaultFailType ); */
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LuaXType( DefaultFailType );
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bool g_bAutoRestart = false;
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#ifdef DEBUG
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@@ -191,6 +190,8 @@ PrefsManager::PrefsManager() :
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m_fLifeDifficultyScale ( "LifeDifficultyScale", 1.0f ),
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m_sDefaultFailType ("DefaultFailType", FAIL_IMMEDIATE),
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m_iRegenComboAfterMiss ( "RegenComboAfterMiss", 5 ),
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m_bMercifulDrain ( "MercifulDrain", true ), // negative life deltas are scaled by the players life percentage
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+5
-3
@@ -115,8 +115,8 @@ enum CourseSortOrders
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enum DefaultFailType
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{
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FAIL_IMMEDIATE,
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FAIL_IMMEDIATECONTINUE,
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FAIL_ENDOFSONG,
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FAIL_IMMEDIATE_CONTINUE,
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FAIL_AT_END,
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FAIL_OFF,
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NUM_DefaultFailType,
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DefaultFailType_Invalid
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@@ -286,7 +286,9 @@ public:
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/** @brief Enable some quirky behavior used by some older versions of StepMania. */
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Preference<bool> m_bQuirksMode;
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// Preference<RString> m_sDefaultFailType; // XXX: Fix fail bug?
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/** @brief The specific failure type to use at the beginning. */
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Preference<DefaultFailType> m_sDefaultFailType;
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// Debug:
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Preference<bool> m_bLogToDisk;
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