Steps: add GetTimingData function that falls back on Song if necessary
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@@ -520,6 +520,11 @@ void Steps::SetMeter( int meter )
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m_iMeter = meter;
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m_iMeter = meter;
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}
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}
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const TimingData *Steps::GetTimingData() const
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{
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return m_Timing.empty() ? &m_pSong->m_SongTiming : &m_Timing;
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}
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bool Steps::HasSignificantTimingChanges() const
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bool Steps::HasSignificantTimingChanges() const
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{
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{
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if( m_Timing.HasStops() || m_Timing.HasDelays() || m_Timing.HasWarps() ||
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if( m_Timing.HasStops() || m_Timing.HasDelays() || m_Timing.HasWarps() ||
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@@ -157,6 +157,12 @@ public:
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* This is required to allow Split Timing. */
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* This is required to allow Split Timing. */
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TimingData m_Timing;
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TimingData m_Timing;
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/**
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* @brief Retrieves the appropriate timing data for the Steps. Falls
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* back on the Song if needed. */
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const TimingData *GetTimingData() const;
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TimingData *GetTimingData() { return const_cast<TimingData*>( static_cast<const Steps*>( this )->GetTimingData() ); };
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/**
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/**
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* @brief Determine if the Steps have any major timing changes during gameplay.
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* @brief Determine if the Steps have any major timing changes during gameplay.
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* @return true if it does, or false otherwise. */
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* @return true if it does, or false otherwise. */
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