fix comparison to FailType instead of LifeType
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@@ -1335,6 +1335,8 @@ void ScreenGameplay::Update( float fDeltaTime )
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FOREACH_EnabledPlayer( pn )
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{
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SongOptions::FailType ft = GAMESTATE->GetPlayerFailType(pn);
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SongOptions::LifeType lt = GAMESTATE->m_SongOptions.m_LifeType;
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if( ft == SongOptions::FAIL_OFF )
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continue;
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@@ -1347,15 +1349,15 @@ void ScreenGameplay::Update( float fDeltaTime )
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/* If recovery is enabled, only set fail if both are failing.
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* There's no way to recover mid-song in battery mode. */
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if( GAMESTATE->m_SongOptions.m_LifeType != SongOptions::LIFE_BATTERY &&
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if( lt != SongOptions::LIFE_BATTERY &&
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PREFSMAN->m_bTwoPlayerRecovery && !GAMESTATE->AllAreDead() )
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continue;
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LOG->Trace("Player %d failed", (int)pn);
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STATSMAN->m_CurStageStats.m_player[pn].bFailed = true; // fail
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if( ft == SongOptions::LIFE_BATTERY &&
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ft == SongOptions::FAIL_IMMEDIATE )
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if( lt == SongOptions::LIFE_BATTERY &&
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ft == SongOptions::FAIL_IMMEDIATE )
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{
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if( !STATSMAN->m_CurStageStats.AllFailedEarlier() ) // if not the last one to fail
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{
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