sync up gameplay offset control with editor
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@@ -1204,12 +1204,18 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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case SDLK_F12: fOffsetDelta = +0.02f; break;
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default: ASSERT(0); return;
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}
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if( type == IET_FAST_REPEAT )
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fOffsetDelta *= 10;
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
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fOffsetDelta /= 20; /* 1ms */
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else switch( type )
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{
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case IET_SLOW_REPEAT: fOffsetDelta *= 10; break;
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case IET_FAST_REPEAT: fOffsetDelta *= 40; break;
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}
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GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds += fOffsetDelta;
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m_textDebug.SetText( ssprintf("Offset = %f", GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds) );
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m_textDebug.SetText( ssprintf("Offset = %.3f", GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds) );
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m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
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m_textDebug.StopTweening();
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m_textDebug.BeginTweening( 3 ); // sleep
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