Add targeted comments.
I'll be honest: I don't know how well we can handle Sync Tempo with Split Timing. Sync Song, we should aim for at least.
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@@ -55,6 +55,7 @@ int AdjustSync::s_iStepsFiltered = 0;
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void AdjustSync::ResetOriginalSyncData()
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{
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// TODO: Reset the vector if not in a song?
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if( s_pTimingDataOriginal == NULL )
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s_pTimingDataOriginal = new TimingData;
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@@ -88,6 +89,9 @@ void AdjustSync::SaveSyncChanges()
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{
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if( GAMESTATE->IsCourseMode() )
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return;
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/* TODO: Save all of the timing data changes.
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* Luckily, only the song timing data needs comparing here. */
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if( GAMESTATE->m_pCurSong && *s_pTimingDataOriginal != GAMESTATE->m_pCurSong->m_SongTiming )
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{
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if( GAMESTATE->IsEditing() )
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@@ -111,6 +115,10 @@ void AdjustSync::RevertSyncChanges()
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if( GAMESTATE->IsCourseMode() )
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return;
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PREFSMAN->m_fGlobalOffsetSeconds.Set( s_fGlobalOffsetSecondsOriginal );
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/* TODO: Return EACH TimingData back to normal.
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* Hopefully on a loop ot always uses the same order. Either that,
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* or we can loop through the vector and manually access the proper
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* steps through GameState. */
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GAMESTATE->m_pCurSong->m_SongTiming = *s_pTimingDataOriginal;
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ResetOriginalSyncData();
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s_fStandardDeviation = 0.0f;
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