Match all non-failed scores to D. This fixes low good attacks (eg. N goods,
two or three bads or misses, and no perfects or greats) which have a negative grade percentage ending up at GRADE_FAILED (E). It also fixes a potentially confusing inconsistency with autoplay; if you miss the first note or two of a song and autoplay the rest, your score is negativfe and you'd get an E; if you autoplay immediately and have a 0 score, you'd get a D.
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@@ -122,6 +122,7 @@ void PrefsManager::Init()
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m_fGradePercent[GRADE_TIER_4] = 0.80f; // A
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m_fGradePercent[GRADE_TIER_5] = 0.65f; // B
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m_fGradePercent[GRADE_TIER_6] = 0.45f; // C
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m_fGradePercent[GRADE_TIER_7] = -99999; // D
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m_bGradeTier02IsAllPerfects = true;
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m_fSuperMeterPercentChangeMarvelous = +0.05f;
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