[splittiming] Allow Warps to be editable always.
This should be the only stopping point.
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@@ -108,13 +108,10 @@ static void GetTimingTags( vector<RString> &lines, TimingData timing, bool bIsSo
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w.Write( ss->m_iStartRow, ss->m_fStopSeconds );
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w.Finish();
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if( !bIsSong )
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{
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w.Init( "WARPS" );
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FOREACH_CONST( WarpSegment, timing.m_WarpSegments, ws )
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w.Write( ws->m_iStartRow, ws->m_fLengthBeats );
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w.Finish();
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}
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w.Init( "WARPS" );
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FOREACH_CONST( WarpSegment, timing.m_WarpSegments, ws )
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w.Write( ws->m_iStartRow, ws->m_fLengthBeats );
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w.Finish();
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ASSERT( !timing.m_vTimeSignatureSegments.empty() );
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w.Init( "TIMESIGNATURES" );
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@@ -3231,7 +3231,6 @@ void ScreenEdit::DisplayTimingMenu()
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g_TimingDataInformation.rows[tickcount].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[combo].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[warp].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[speed_percent].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[speed_wait].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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g_TimingDataInformation.rows[speed_mode].bEnabled = GAMESTATE->m_bIsUsingStepTiming;
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