Merge ScreenGameplay::SM_NotesEnded code paths.
Replace FAIL_PASSMARK with PlayerOptions FailMark:
It's simpler: only one test (in SM_NotesEnded). It can be 1: changed easily:
say "80% FailMark" for BM; 2: set per-player, if some mode wants an easier
setting for easier difficulties; 3: changed during courses (if you really wanted to).
It coexists with fail types. In some BeatMania games, you have to be over 80%
at the end to pass, but you also fail immediately if the bar empties.
One thing to be careful of: since it coexists with fail types, setting FailOff doesn't
disable FailMark failing. If you want that, too, use "No FailMark".
The danger background works consistently. (If FailOff is set, the behavior is what
it was--no danger at all.)
If m_bTwoPlayerRecovery (normal): only lock and fail in FAIL_END_OF_SONG
if both players were failing at the same point. (Before, FAIL_ARCADE
would pass as long as one player was passing at any given point,
but FAIL_END_OF_SONG would fail at the end if all players were failing
at any point, which made FAIL_END_OF_SONG harder than FAIL_ARCADE
in some cases.)
Don't show the danger animation in FAIL_OFF.
Keep track of whether each stage in StageStats was an extra stage.
GAMESTATE->m_vPassedStageStats now holds all played songs,
including failed ones (renaming in a moment).
GameState::GetFinalEvalStatsAndSongs logic was weird. Simplify.
change IsPlayerEnabled() to IsHumanPlayer()
check to see if we can use the BeginnerHelper before attempting to use it.
Disable BeginnerHelper for non-Dance game types.
gameplay oni fail
gameplay oni fail halfway (may as well, used in extreme)
gameplay combo overflow (for multiples of 100 over 1000)
Hm. neither of the oni fail ones are actually oni-specific (are used with any course mode).