FailEndOfSong sounds like "fail at the end of the song", but
actually means "fail immediately, but you can play the rest of the song anyway". Rename FAIL_END_OF_SONG to FAIL_IMMEDIATE_CONTINUE, to reflect this better.
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@@ -1199,7 +1199,7 @@ SongOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayerSt
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if( IsCourseMode() )
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{
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if( PREFSMAN->m_bMinimum1FullSongInCourses && GetCourseSongIndex()==0 )
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ft = max( ft, SongOptions::FAIL_END_OF_SONG ); // take the least harsh of the two FailTypes
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ft = max( ft, SongOptions::FAIL_IMMEDIATE_CONTINUE ); // take the least harsh of the two FailTypes
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}
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else
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{
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@@ -1209,9 +1209,9 @@ SongOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayerSt
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bool bFirstStage = !IsEventMode() && m_iCurrentStageIndex == 0;
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/* Easy and beginner are never harder than FAIL_END_OF_SONG. */
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/* Easy and beginner are never harder than FAIL_IMMEDIATE_CONTINUE. */
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if( dc <= DIFFICULTY_EASY )
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setmax( ft, SongOptions::FAIL_END_OF_SONG );
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setmax( ft, SongOptions::FAIL_IMMEDIATE_CONTINUE );
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if( dc <= DIFFICULTY_EASY && bFirstStage && PREFSMAN->m_bFailOffForFirstStageEasy )
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setmax( ft, SongOptions::FAIL_OFF );
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