Added lookup table system to TimingData so that GetBeatAndBPS and GetElapsedTime don't have to walk through the entire list of timing segments several times every frame during gameplay.
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@@ -198,6 +198,19 @@ bool ScreenSyncOverlay::Input( const InputEventPlus &input )
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return true;
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}
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// Release the lookup tables being used for the timing data because
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// changing the timing data invalidates them. -Kyz
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if(a != Action_Invalid)
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{
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FOREACH_EnabledPlayer(pn)
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{
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if(GAMESTATE->m_pCurSteps[pn])
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{
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GAMESTATE->m_pCurSteps[pn]->GetTimingData()->ReleaseLookup();
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}
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}
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}
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switch( a )
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{
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case RevertSyncChanges:
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