Fix warnings
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@@ -138,7 +138,7 @@ void Player::Load( PlayerNumber pn, NoteData* pNoteData, LifeMeter* pLM, Combine
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m_ArrowBackdrop.LoadFromAniDir( THEME->GetPathToB( BackdropName ) );
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m_NoteField.SetY( GRAY_ARROWS_Y_STANDARD );
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m_NoteField.Load( (NoteData*)this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels, int(GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD) );
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m_NoteField.Load( (NoteData*)this, pn, iStartDrawingAtPixels, iStopDrawingAtPixels, GRAY_ARROWS_Y_REVERSE-GRAY_ARROWS_Y_STANDARD );
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m_ArrowBackdrop.SetPlayer( pn );
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const bool bReverse = GAMESTATE->m_PlayerOptions[pn].GetReversePercentForColumn(0) == 1;
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@@ -330,11 +330,11 @@ void Player::Update( float fDeltaTime )
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// Start beat needs to be far enough ahead to be off screen so that
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// addition arrows don't suddenly pop on.
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float fStartBeat = GAMESTATE->m_fSongBeat + BEATS_PER_MEASURE*2;
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fStartBeat = ((int)fStartBeat)+1;
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fStartBeat = truncf(fStartBeat)+1;
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float fStartSeconds = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fStartBeat );
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float fEndSeconds = fStartSeconds+10;
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float fEndBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fEndSeconds );
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fEndBeat = ((int)fEndBeat)+1;
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fEndBeat = truncf(fEndBeat)+1;
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LOG->Trace( "Applying transform from %f to %f", fStartBeat, fEndBeat );
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