Woops, actually store the value of the visual delay.
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@@ -562,7 +562,7 @@ void PlayerOptions::GetMods( vector<RString> &AddTo, bool bForceNoteSkin ) const
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{
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{
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// Format the string to be something like "10ms VisualDelay".
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// Format the string to be something like "10ms VisualDelay".
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// Note that we don't process sub-millisecond visual delay.
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// Note that we don't process sub-millisecond visual delay.
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AddTo.push_back( ssprintf("%ldms VisualDelay") );
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AddTo.push_back( ssprintf("%.0fms VisualDelay", m_fVisualDelay) );
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}
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}
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}
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}
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