Cleanup.
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@@ -120,8 +120,8 @@ public:
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float m_fMusicSampleStartSeconds;
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float m_fMusicSampleStartSeconds;
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float m_fMusicSampleLengthSeconds;
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float m_fMusicSampleLengthSeconds;
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enum { DISPLAY_ACTUAL, DISPLAY_SPECIFIED, DISPLAY_RANDOM } m_DisplayBPMType;
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enum { DISPLAY_ACTUAL, DISPLAY_SPECIFIED, DISPLAY_RANDOM } m_DisplayBPMType;
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float m_fSpecifiedBPMMin;
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float m_fSpecifiedBPMMin;
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float m_fSpecifiedBPMMax; // if a range, then Min != Max
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float m_fSpecifiedBPMMax; // if a range, then Min != Max
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RString m_sBannerFile;
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RString m_sBannerFile;
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RString m_sLyricsFile;
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RString m_sLyricsFile;
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@@ -147,20 +147,20 @@ public:
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bool Matches(RString sGroup, RString sSong) const;
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bool Matches(RString sGroup, RString sSong) const;
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TimingData m_Timing;
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TimingData m_Timing;
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typedef vector<BackgroundChange> VBackgroundChange;
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typedef vector<BackgroundChange> VBackgroundChange;
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private:
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private:
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// AutoPtr instead of raw pointer so that the auto gen'd copy constructor works correctly.
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// AutoPtr instead of raw pointer so that the auto gen'd copy constructor works correctly.
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AutoPtrCopyOnWrite<VBackgroundChange> m_BackgroundChanges[NUM_BackgroundLayer]; // these must be sorted before gameplay
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AutoPtrCopyOnWrite<VBackgroundChange> m_BackgroundChanges[NUM_BackgroundLayer]; // these must be sorted before gameplay
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AutoPtrCopyOnWrite<VBackgroundChange> m_ForegroundChanges; // this must be sorted before gameplay
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AutoPtrCopyOnWrite<VBackgroundChange> m_ForegroundChanges; // this must be sorted before gameplay
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public:
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public:
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const vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl ) const;
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const vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl ) const;
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vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl );
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vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl );
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const vector<BackgroundChange> &GetForegroundChanges() const;
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const vector<BackgroundChange> &GetForegroundChanges() const;
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vector<BackgroundChange> &GetForegroundChanges();
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vector<BackgroundChange> &GetForegroundChanges();
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vector<LyricSegment> m_LyricSegments; // this must be sorted before gameplay
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vector<LyricSegment> m_LyricSegments; // this must be sorted before gameplay
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void AddBPMSegment( const BPMSegment &seg ) { m_Timing.AddBPMSegment( seg ); }
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void AddBPMSegment( const BPMSegment &seg ) { m_Timing.AddBPMSegment( seg ); }
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void AddStopSegment( const StopSegment &seg ) { m_Timing.AddStopSegment( seg ); }
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void AddStopSegment( const StopSegment &seg ) { m_Timing.AddStopSegment( seg ); }
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