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.