small comment thing
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@@ -290,7 +290,6 @@ void TimingData::GetBeatAndBPSFromElapsedTimeNoOffset( float fElapsedTime, float
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if( !bIsLastBPMSegment && m_WarpSegments[j].m_iStartRow > iStartRowNextSegment )
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if( !bIsLastBPMSegment && m_WarpSegments[j].m_iStartRow > iStartRowNextSegment )
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continue;
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continue;
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// are these wrong? am I second guessing myself?
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/*
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/*
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const int iRowsBeatsSinceStartOfSegment = m_WarpSegments[j].m_iStartRow - iStartRowThisSegment;
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const int iRowsBeatsSinceStartOfSegment = m_WarpSegments[j].m_iStartRow - iStartRowThisSegment;
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const float fBeatsSinceStartOfSegment = NoteRowToBeat(iRowsBeatsSinceStartOfSegment);
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const float fBeatsSinceStartOfSegment = NoteRowToBeat(iRowsBeatsSinceStartOfSegment);
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@@ -307,6 +306,7 @@ void TimingData::GetBeatAndBPSFromElapsedTimeNoOffset( float fElapsedTime, float
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// this WarpSegment IS the current segment.
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// this WarpSegment IS the current segment.
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// don't know how to properly handle beatout -aj
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// don't know how to properly handle beatout -aj
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//fBeatOut = NoteRowToBeat(m_WarpSegments[j].m_iStartRow);
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//fBeatOut = NoteRowToBeat(m_WarpSegments[j].m_iStartRow);
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fBeatOut = fStartBeatThisSegment + fElapsedTime*fBPS;
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fBPSOut = m_BPMSegments[i+1].m_fBPS;
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fBPSOut = m_BPMSegments[i+1].m_fBPS;
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bFreezeOut = false;
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bFreezeOut = false;
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bDelayOut = false;
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bDelayOut = false;
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