separate song beat for lights, to fix off-sync lights in menus
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@@ -668,6 +668,7 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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ASSERT_M( m_fSongBeat > -2000, ssprintf("%f %f", m_fSongBeat, fPositionSeconds) );
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ASSERT_M( m_fSongBeat > -2000, ssprintf("%f %f", m_fSongBeat, fPositionSeconds) );
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m_fMusicSeconds = fPositionSeconds;
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m_fMusicSeconds = fPositionSeconds;
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m_fLightSongBeat = timing.GetBeatFromElapsedTime( fPositionSeconds + g_fLightsFalloffSeconds );
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Actor::SetBGMTime( fPositionSeconds, m_fSongBeat );
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Actor::SetBGMTime( fPositionSeconds, m_fSongBeat );
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@@ -152,6 +152,7 @@ public:
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float m_fMusicSeconds; // time into the current song
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float m_fMusicSeconds; // time into the current song
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float m_fSongBeat;
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float m_fSongBeat;
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float m_fCurBPS;
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float m_fCurBPS;
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float m_fLightSongBeat; // g_fLightsFalloffSeconds ahead
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bool m_bFreeze; // in the middle of a freeze
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bool m_bFreeze; // in the middle of a freeze
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RageTimer m_LastBeatUpdate; // time of last m_fSongBeat, etc. update
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RageTimer m_LastBeatUpdate; // time of last m_fSongBeat, etc. update
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bool m_bPastHereWeGo;
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bool m_bPastHereWeGo;
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