Sometimes, the sync changes negligibly due to rounding error when the user
puts it back where it was. Use the same logic as GetSyncChangeTextGlobal and GetSyncChangeTextSong; if the changes are so small that we wouldn't even display them, don't count them as changed. (fixes ScreenSaveSync coming up with an empty list)
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@@ -30,13 +30,10 @@ bool AdjustSync::IsSyncDataChanged()
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// Can't sync in course modes
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// Can't sync in course modes
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if( GAMESTATE->IsCourseMode() )
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if( GAMESTATE->IsCourseMode() )
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return false;
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return false;
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vector<RString> vs;
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if( GAMESTATE->m_pCurSong && *s_pTimingDataOriginal != GAMESTATE->m_pCurSong->m_Timing )
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AdjustSync::GetSyncChangeTextGlobal( vs );
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return true;
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AdjustSync::GetSyncChangeTextSong( vs );
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if( s_fGlobalOffsetSecondsOriginal != PREFSMAN->m_fGlobalOffsetSeconds )
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return !vs.empty();
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return true;
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return false;
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}
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}
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void AdjustSync::SaveSyncChanges()
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void AdjustSync::SaveSyncChanges()
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