Add an "Autosync Tempo" feature. This uses a linear Least Squares
Regression to figure out a line through the user's step errors to minimize that error. It then uses the slope of that line to fix the tempo and the intercept to fix the offset. Stops are adjusted as if they were originally calculated as a number of beats, ie the slope is also used to change the stops. Also fixed is a bug where the user doesn't get a chance to keep or reject the sync changes when ESCing (ZZing) from a song. R=glenn
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@@ -236,6 +236,7 @@ void GameState::Reset()
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ResetMusicStatistics();
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ResetStageStatistics();
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AdjustSync::ResetOriginalSyncData();
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FOREACH_PlayerNumber( pn )
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PROFILEMAN->UnloadProfile( pn );
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@@ -496,6 +497,7 @@ void GameState::BeginStage()
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LOG->Warn( "XXX: m_iNumStagesOfThisSong == %i?", m_iNumStagesOfThisSong );
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ResetStageStatistics();
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AdjustSync::ResetOriginalSyncData();
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ARE_STAGE_MODS_FORCED.Read(); // XXX: where does this belong?
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if( !ARE_STAGE_MODS_FORCED )
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@@ -670,8 +672,6 @@ void GameState::ResetStageStatistics()
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// Reset the round seed. Do this here and not in FinishStage so that players
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// get new shuffle patterns if they Back out of gameplay and play again.
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m_iStageSeed = rand();
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AdjustSync::ResetOriginalSyncData();
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}
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void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp )
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