Restore F9/F10 for stops in the editor.
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@@ -8,6 +8,11 @@ ________________________________________________________________________________
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StepMania 5.0 $next | 20111xxx
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--------------------------------------------------------------------------------
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2011/11/26
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----------
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* [ScreenEdit] Restore using F9 and F10 to adjust stops by a fixed amount.
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Sorry for the delay in this. [Wolfman2000]
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2011/11/25
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----------
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* [PlayerStageStats] Hitting a mine no longer gives you full combo when
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+10
-17
@@ -1900,30 +1900,23 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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fDelta *= 40;
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}
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#if 0
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unsigned i;
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// is there a StopSegment on the current row?
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const StopSegment *seg = GetAppropriateTiming().GetStopSegmentAtRow( GetRow() );
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// a stop already exists here; change its value by the delta
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if( seg->GetRow() == GetRow() )
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TimingData & timing = GetAppropriateTiming();
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StopSegment *seg = timing.GetStopSegmentAtRow( GetRow() );
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int i = timing.GetSegmentIndexAtRow(SEGMENT_STOP, GetRow());
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if (i == -1 || seg->GetRow() != GetRow()) // invalid
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{
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float fSeconds = seg->GetPause() + fDelta;
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GetAppropriateTiming().AddSegment
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if( i == stops.size() ) // there is no StopSegment at the current beat
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{
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// create a new StopSegment
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if( fDelta > 0 )
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GetAppropriateTiming().AddSegment( StopSegment(GetRow(), fDelta) );
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timing.AddSegment( StopSegment(GetRow(), fDelta) );
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}
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else // StopSegment being modified is m_SongTiming.m_StopSegments[i]
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else
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{
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StopSegment *s = static_cast<StopSegment *>(stops[i]);
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s->SetPause(s->GetPause() + fDelta);
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if( s->GetPause() <= 0 )
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vector<TimingSegment *> &stops = timing.GetTimingSegments(SEGMENT_STOP);
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seg->SetPause(seg->GetPause() + fDelta);
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if( seg->GetPause() <= 0 )
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stops.erase( stops.begin()+i, stops.begin()+i+1);
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}
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#endif
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(fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play();
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SetDirty( true );
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}
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@@ -360,6 +360,10 @@ public:
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void SortSegments( TimingSegmentType tst );
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const vector<TimingSegment*> &GetTimingSegments( TimingSegmentType tst ) const
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{
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return const_cast<TimingData *>(this)->GetTimingSegments(tst);
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}
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vector<TimingSegment *> &GetTimingSegments( TimingSegmentType tst )
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{
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return m_avpTimingSegments[tst];
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}
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