[splittiming] Better variable name.
ArrowEffects had a minor change, but the intent isn't up yet. It needs to be so that when you go from the editor to the chart for playing in Song Timing, it doesn't use the Step Timing.
This commit is contained in:
@@ -85,7 +85,7 @@ void ArrowEffects::Update()
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FOREACH_PlayerNumber( pn )
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{
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const Style::ColumnInfo* pCols = pStyle->m_ColumnInfo[pn];
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const SongPosition &position = (!GAMESTATE->m_bInStepEditor || GAMESTATE->m_bIsEditorStepTiming)
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const SongPosition &position = (GAMESTATE->m_bInStepEditor || GAMESTATE->m_bIsUsingStepTiming)
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? GAMESTATE->m_pPlayerState[pn]->m_Position : GAMESTATE->m_Position;
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PerPlayerData &data = g_EffectData[pn];
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@@ -264,7 +264,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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bIsPastPeakOut = true;
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float fYOffset = 0;
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const SongPosition &position = (!GAMESTATE->m_bInStepEditor || GAMESTATE->m_bIsEditorStepTiming)
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const SongPosition &position = (!GAMESTATE->m_bInStepEditor || GAMESTATE->m_bIsUsingStepTiming)
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? pPlayerState->m_Position : GAMESTATE->m_Position;
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float fSongBeat = position.m_fSongBeatVisible;
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+1
-1
@@ -128,7 +128,7 @@ GameState::GameState() :
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m_stEditSource( Message_EditSourceStepsTypeChanged ),
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m_iEditCourseEntryIndex( Message_EditCourseEntryIndexChanged ),
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m_sEditLocalProfileID( Message_EditLocalProfileIDChanged ),
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m_bIsEditorStepTiming( true ),
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m_bIsUsingStepTiming( true ),
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m_bInStepEditor( false )
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{
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g_pImpl = new GameStateImpl;
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+2
-2
@@ -333,10 +333,10 @@ public:
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// Edit stuff
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/**
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* @brief Is the editor making changes to Song timing or Steps timing?
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* @brief Is the game right now using Song timing or Steps timing?
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*
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* Different options are available depending on this setting. */
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bool m_bIsEditorStepTiming;
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bool m_bIsUsingStepTiming;
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/**
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* @brief Are we presently in the Step Editor, where some rules apply differently?
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*
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+9
-9
@@ -42,7 +42,7 @@ inline const TimingData *GetRealTiming(const PlayerState *pPlayerState)
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inline const TimingData *GetDisplayedTiming(const PlayerState *pPlayerState)
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{
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if( !GAMESTATE->m_bIsEditorStepTiming )
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if( !GAMESTATE->m_bIsUsingStepTiming )
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return &GAMESTATE->m_pCurSong->m_SongTiming;
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return GetRealTiming(pPlayerState);
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}
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@@ -54,7 +54,7 @@ inline const SongPosition *GetRealPosition(const PlayerState *pPlayerState)
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inline const SongPosition *GetDisplayedPosition(const PlayerState *pPlayerState)
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{
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if( !GAMESTATE->m_bIsEditorStepTiming )
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if( !GAMESTATE->m_bIsUsingStepTiming )
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return &GAMESTATE->m_Position;
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return GetRealPosition(pPlayerState);
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}
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@@ -739,7 +739,7 @@ float FindLastDisplayedBeat( const PlayerState* pPlayerState, int iDrawDistanceB
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inline float NoteRowToVisibleBeat( const PlayerState *pPlayerState, int iRow )
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{
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/*
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if( GAMESTATE->m_bIsEditorStepTiming )
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if( GAMESTATE->m_bIsUsingStepTiming )
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{
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*/
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return NoteRowToBeat(iRow);
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@@ -893,7 +893,7 @@ void NoteField::DrawPrimitives()
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}
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// Warp text
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if( GAMESTATE->m_bIsEditorStepTiming )
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if( GAMESTATE->m_bIsUsingStepTiming )
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{
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FOREACH_CONST( WarpSegment, timing.m_WarpSegments, seg )
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{
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@@ -917,7 +917,7 @@ void NoteField::DrawPrimitives()
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}
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}
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if( GAMESTATE->m_bIsEditorStepTiming )
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if( GAMESTATE->m_bIsUsingStepTiming )
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{
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// Tickcount text
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FOREACH_CONST( TickcountSegment, timing.m_TickcountSegments, seg )
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@@ -931,7 +931,7 @@ void NoteField::DrawPrimitives()
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}
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}
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if( GAMESTATE->m_bIsEditorStepTiming )
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if( GAMESTATE->m_bIsUsingStepTiming )
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{
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// Combo text
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FOREACH_CONST( ComboSegment, timing.m_ComboSegments, seg )
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@@ -956,7 +956,7 @@ void NoteField::DrawPrimitives()
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}
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}
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if( GAMESTATE->m_bIsEditorStepTiming )
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if( GAMESTATE->m_bIsUsingStepTiming )
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{
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FOREACH_CONST( SpeedSegment, timing.m_SpeedSegments, seg )
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{
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@@ -970,7 +970,7 @@ void NoteField::DrawPrimitives()
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}
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// Speed text
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if( GAMESTATE->m_bIsEditorStepTiming )
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if( GAMESTATE->m_bIsUsingStepTiming )
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{
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FOREACH_CONST( FakeSegment, timing.m_FakeSegments, seg )
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{
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@@ -1004,7 +1004,7 @@ void NoteField::DrawPrimitives()
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}
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}
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if( !GAMESTATE->m_bIsEditorStepTiming )
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if( !GAMESTATE->m_bIsUsingStepTiming )
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{
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// BGChange text
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switch( GAMESTATE->m_EditMode )
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+17
-17
@@ -705,7 +705,7 @@ void ScreenEdit::Init()
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{
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m_pSoundMusic = NULL;
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GAMESTATE->m_bIsEditorStepTiming = true;
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GAMESTATE->m_bIsUsingStepTiming = true;
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GAMESTATE->m_bInStepEditor = true;
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SubscribeToMessage( "Judgment" );
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@@ -865,8 +865,8 @@ ScreenEdit::~ScreenEdit()
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LOG->Trace( "ScreenEdit::~ScreenEdit()" );
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m_pSoundMusic->StopPlaying();
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// Reset the GameState variable in case it's needed elsewhere.
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GAMESTATE->m_bIsEditorStepTiming = false;
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// Go back to Step Timing on leave.
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GAMESTATE->m_bIsUsingStepTiming = true;
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// DEFINITELY reset the InStepEditor variable.
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GAMESTATE->m_bInStepEditor = false;
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}
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@@ -1163,7 +1163,7 @@ void ScreenEdit::UpdateTextInfo()
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case EditMode_Full:
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sText += ssprintf( TIMING_MODE_FORMAT.GetValue(),
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TIMING_MODE.GetValue().c_str(),
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( GAMESTATE->m_bIsEditorStepTiming ?
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( GAMESTATE->m_bIsUsingStepTiming ?
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STEP_TIMING.GetValue().c_str() :
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SONG_TIMING.GetValue().c_str() ) );
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sText += ssprintf( BEAT_0_OFFSET_FORMAT.GetValue(),
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@@ -1825,7 +1825,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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break;
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case EDIT_BUTTON_OPEN_BGCHANGE_LAYER1_MENU:
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case EDIT_BUTTON_OPEN_BGCHANGE_LAYER2_MENU:
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if( !GAMESTATE->m_bIsEditorStepTiming )
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if( !GAMESTATE->m_bIsUsingStepTiming )
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{
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switch( EditB )
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{
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@@ -2148,7 +2148,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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break;
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case EDIT_BUTTON_SWITCH_TIMINGS:
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GAMESTATE->m_bIsEditorStepTiming = !GAMESTATE->m_bIsEditorStepTiming;
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GAMESTATE->m_bIsUsingStepTiming = !GAMESTATE->m_bIsUsingStepTiming;
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m_soundSwitchTiming.Play();
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break;
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}
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@@ -3147,7 +3147,7 @@ static void ChangeArtistTranslit( const RString &sNew )
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static void ChangeBeat0Offset( const RString &sNew )
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{
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TimingData &timing = GAMESTATE->m_bIsEditorStepTiming ? GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing : GAMESTATE->m_pCurSong->m_SongTiming;
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TimingData &timing = GAMESTATE->m_bIsUsingStepTiming ? GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing : GAMESTATE->m_pCurSong->m_SongTiming;
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timing.m_fBeat0OffsetInSeconds = StringToFloat( sNew );
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}
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@@ -3178,7 +3178,7 @@ static void ChangeMaxBPM( const RString &sNew )
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TimingData & ScreenEdit::GetAppropriateTiming() const
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{
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if( GAMESTATE->m_bIsEditorStepTiming )
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if( GAMESTATE->m_bIsUsingStepTiming )
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{
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return m_pSteps->m_Timing;
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}
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@@ -3187,7 +3187,7 @@ TimingData & ScreenEdit::GetAppropriateTiming() const
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inline void ScreenEdit::SetBeat(float fBeat)
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{
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if( !GAMESTATE->m_bIsEditorStepTiming )
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if( !GAMESTATE->m_bIsUsingStepTiming )
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{
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GAMESTATE->m_Position.m_fSongBeat = fBeat;
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat = m_pSteps->m_Timing.GetBeatFromElapsedTime(m_pSong->m_SongTiming.GetElapsedTimeFromBeat(fBeat));
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@@ -3201,7 +3201,7 @@ inline void ScreenEdit::SetBeat(float fBeat)
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inline float ScreenEdit::GetBeat()
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{
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if( !GAMESTATE->m_bIsEditorStepTiming )
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if( !GAMESTATE->m_bIsUsingStepTiming )
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{
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return GAMESTATE->m_Position.m_fSongBeat;
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}
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@@ -3229,13 +3229,13 @@ void ScreenEdit::DisplayTimingMenu()
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g_TimingDataInformation.rows[fake].SetOneUnthemedChoice( ssprintf("%.5f", pTime.GetFakeAtBeat( fBeat ) ) );
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g_TimingDataInformation.rows[tickcount].bEnabled = GAMESTATE->m_bIsEditorStepTiming;
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g_TimingDataInformation.rows[combo].bEnabled = GAMESTATE->m_bIsEditorStepTiming;
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g_TimingDataInformation.rows[warp].bEnabled = GAMESTATE->m_bIsEditorStepTiming;
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g_TimingDataInformation.rows[speed_percent].bEnabled = GAMESTATE->m_bIsEditorStepTiming;
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g_TimingDataInformation.rows[speed_wait].bEnabled = GAMESTATE->m_bIsEditorStepTiming;
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g_TimingDataInformation.rows[speed_mode].bEnabled = GAMESTATE->m_bIsEditorStepTiming;
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g_TimingDataInformation.rows[fake].bEnabled = GAMESTATE->m_bIsEditorStepTiming;
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g_TimingDataInformation.rows[tickcount].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[combo].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[warp].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[speed_percent].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[speed_wait].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[speed_mode].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[fake].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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EditMiniMenu( &g_TimingDataInformation, SM_BackFromTimingDataInformation );
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}
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