[splittiming] Core lines set for #SPEEDS.
Let's see how badly this breaks.
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@@ -230,7 +230,8 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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float fSongBeat = position.m_fSongBeatVisible;
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float fBeatsUntilStep = fNoteBeat - fSongBeat;
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float fYOffsetBeatSpacing = fBeatsUntilStep;
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fYOffset += fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
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fYOffset += GAMESTATE->m_pCurSteps[pPlayerState->m_PlayerNumber]->m_Timing.GetSpeedPercentAtBeat( fNoteBeat ) *
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fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
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}
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if( pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing != 0.0f )
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@@ -241,7 +242,8 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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float fBPM = pPlayerState->m_PlayerOptions.GetCurrent().m_fScrollBPM;
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float fBPS = fBPM/60.f;
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float fYOffsetTimeSpacing = fSecondsUntilStep * fBPS;
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fYOffset += fYOffsetTimeSpacing * pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing;
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fYOffset += GAMESTATE->m_pCurSteps[pPlayerState->m_PlayerNumber]->m_Timing.GetSpeedPercentAtBeat( fNoteBeat ) *
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fYOffsetTimeSpacing * pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing;
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}
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// TODO: If we allow noteskins to have metricable row spacing
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