Cut comment cruft.
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@@ -1719,53 +1719,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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SetDirty( true );
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}
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break;
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/*
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case EDIT_BUTTON_DELAY_UP:
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case EDIT_BUTTON_DELAY_DOWN:
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{
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float fDelta;
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switch( EditB )
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{
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DEFAULT_FAIL( EditB );
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case EDIT_BUTTON_STOP_UP: fDelta = +0.020f; break;
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case EDIT_BUTTON_STOP_DOWN: fDelta = -0.020f; break;
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}
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if( EditIsBeingPressed( EDIT_BUTTON_ADJUST_FINE ) )
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{
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fDelta /= 20; // 1ms
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}
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else if( input.type == IET_REPEAT )
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{
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if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f )
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fDelta *= 10;
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else
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fDelta *= 40;
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}
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unsigned i;
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for( i=0; i<GetAppropriateTiming().m_StopSegments.size(); i++ )
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{
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if( GetAppropriateTiming().m_StopSegments[i].m_iStartRow == BeatToNoteRow(GAMESTATE->m_Position.m_fSongBeat) )
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break;
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}
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if( i == GetAppropriateTiming().m_StopSegments.size() ) // there is no delay segment at the current beat
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{
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// create a new delay segment
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if( fDelta > 0 )
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m_pSong->AddStopSegment( StopSegment(BeatToNoteRow(GAMESTATE->m_Position.m_fSongBeat), fDelta, true) );
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}
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else // delay segment being modified is m_SongTiming.m_StopSegments[i]
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{
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GetAppropriateTiming().m_StopSegments[i].m_fStopSeconds += fDelta;
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if( GetAppropriateTiming().m_StopSegments[i].m_fStopSeconds <= 0 )
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GetAppropriateTiming().m_StopSegments.erase( GetAppropriateTiming().m_StopSegments.begin()+i,
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GetAppropriateTiming().m_StopSegments.begin()+i+1);
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}
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(fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play();
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SetDirty( true );
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}
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break;
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*/
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case EDIT_BUTTON_OFFSET_UP:
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case EDIT_BUTTON_OFFSET_DOWN:
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{
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