Use references rather than pointers.
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@@ -209,8 +209,7 @@ void AdjustSync::AutosyncTempo()
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{
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float fSlope = 0.0f;
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float fIntercept = 0.0f;
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if( !CalcLeastSquares( s_vAutosyncTempoData,
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&fSlope, &fIntercept, &s_fAverageError ) )
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if( !CalcLeastSquares( s_vAutosyncTempoData, fSlope, fIntercept, s_fAverageError ) )
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{
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s_vAutosyncTempoData.clear();
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return;
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@@ -230,8 +229,7 @@ void AdjustSync::AutosyncTempo()
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fSlope, fIntercept, ERROR_TOO_HIGH );
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s_iStepsFiltered -= s_vAutosyncTempoData.size();
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if( !CalcLeastSquares( s_vAutosyncTempoData,
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&fSlope, &fIntercept, &fFilteredError ) )
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if( !CalcLeastSquares( s_vAutosyncTempoData, fSlope, fIntercept, fFilteredError ) )
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return;
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GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += fIntercept;
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