[timing] More respect of pointers.
Again going to trust virtual functions to do the right thing.
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@@ -310,8 +310,8 @@ void SMLoader::ProcessStops( TimingData &out, const RString line, const int rows
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// Process the prior stop.
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if( negPause > 0 )
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{
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BPMSegment oldBPM = out.GetBPMSegmentAtRow(BeatToNoteRow(negBeat));
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float fSecondsPerBeat = 60 / oldBPM.GetBPM();
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BPMSegment * oldBPM = out.GetBPMSegmentAtRow(BeatToNoteRow(negBeat));
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float fSecondsPerBeat = 60 / oldBPM->GetBPM();
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float fSkipBeats = negPause / fSecondsPerBeat;
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if( negBeat + fSkipBeats > fFreezeBeat )
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@@ -339,8 +339,8 @@ void SMLoader::ProcessStops( TimingData &out, const RString line, const int rows
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// Process the prior stop if there was one.
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if( negPause > 0 )
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{
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BPMSegment oldBPM = out.GetBPMSegmentAtBeat(negBeat);
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float fSecondsPerBeat = 60 / oldBPM.GetBPM();
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BPMSegment * oldBPM = out.GetBPMSegmentAtBeat(negBeat);
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float fSecondsPerBeat = 60 / oldBPM->GetBPM();
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float fSkipBeats = negPause / fSecondsPerBeat;
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out.AddSegment(SEGMENT_WARP, new WarpSegment(negBeat, fSkipBeats));
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