Reactivate ed78fa2.
Hasn't caused problems yet, but haven't saved results either. Next step...setting up original step timing and reverting.
This commit is contained in:
+16
-8
@@ -209,14 +209,22 @@ void AdjustSync::AutosyncOffset()
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{
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switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
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{
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case SongOptions::AUTOSYNC_SONG:
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GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += mean;
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break;
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case SongOptions::AUTOSYNC_MACHINE:
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PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + mean );
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break;
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default:
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ASSERT(0);
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case SongOptions::AUTOSYNC_SONG:
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{
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GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += mean;
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const vector<Steps *>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
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FOREACH( Steps*, const_cast<vector<Steps *>&>(vpSteps), s )
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{
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(*s)->m_Timing.m_fBeat0OffsetInSeconds += mean;
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}
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break;
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}
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case SongOptions::AUTOSYNC_MACHINE:
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// Step timing is not needed for this operation.
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PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + mean );
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break;
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default:
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ASSERT(0);
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}
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SCREENMAN->SystemMessage( AUTOSYNC_CORRECTION_APPLIED.GetValue() );
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