fix m_textDebug tweening
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@@ -1361,8 +1361,8 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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GAMESTATE->m_StoredSongOptions.m_bAssistTick = GAMESTATE->m_SongOptions.m_bAssistTick;
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m_textDebug.SetText( ssprintf("Assist Tick is %s", GAMESTATE->m_SongOptions.m_bAssistTick?"ON":"OFF") );
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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.SetDiffuse( RageColor(1,1,1,1) );
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m_textDebug.BeginTweening( 3 ); // sleep
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m_textDebug.BeginTweening( 0.5f ); // fade out
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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@@ -1398,8 +1398,8 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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seg.m_fBPM += fOffsetDelta;
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m_textDebug.SetText( ssprintf("Cur BPM = %.2f", seg.m_fBPM) );
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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.SetDiffuse( RageColor(1,1,1,1) );
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m_textDebug.BeginTweening( 3 ); // sleep
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m_textDebug.BeginTweening( 0.5f ); // fade out
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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@@ -1429,8 +1429,8 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
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GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds += fOffsetDelta;
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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.SetDiffuse( RageColor(1,1,1,1) );
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m_textDebug.BeginTweening( 3 ); // sleep
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m_textDebug.BeginTweening( 0.5f ); // fade out
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m_textDebug.SetDiffuse( RageColor(1,1,1,0) );
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