simplify
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@@ -1819,6 +1819,12 @@ void ScreenEdit::TransitionEditState( EditState em )
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/* Give a 1 secord lead-in. If we're loading Player, this must be done first. */
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/* Give a 1 secord lead-in. If we're loading Player, this must be done first. */
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float fSeconds = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;
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float fSeconds = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;
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GAMESTATE->UpdateSongPosition( fSeconds, m_pSong->m_Timing );
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GAMESTATE->UpdateSongPosition( fSeconds, m_pSong->m_Timing );
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GAMESTATE->m_bPastHereWeGo = true;
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/* Reset the note skin, in case preferences have changed. */
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GAMESTATE->ResetNoteSkins();
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break;
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break;
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}
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}
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@@ -1828,11 +1834,6 @@ void ScreenEdit::TransitionEditState( EditState em )
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{
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{
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m_sprOverlay->PlayCommand( "Play" );
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m_sprOverlay->PlayCommand( "Play" );
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GAMESTATE->m_bPastHereWeGo = true;
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/* Reset the note skin, in case preferences have changed. */
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GAMESTATE->ResetNoteSkins();
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/* If we're in course display mode, set that up. */
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/* If we're in course display mode, set that up. */
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SetupCourseAttacks();
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SetupCourseAttacks();
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@@ -1861,10 +1862,6 @@ void ScreenEdit::TransitionEditState( EditState em )
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case STATE_RECORDING:
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case STATE_RECORDING:
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{
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{
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m_sprOverlay->PlayCommand( "Record" );
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m_sprOverlay->PlayCommand( "Record" );
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GAMESTATE->m_bPastHereWeGo = true;
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/* Reset the note skin, in case preferences have changed. */
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GAMESTATE->ResetNoteSkins();
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// initialize m_NoteFieldRecord
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// initialize m_NoteFieldRecord
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m_NoteDataRecord.CopyAll( m_NoteDataEdit );
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m_NoteDataRecord.CopyAll( m_NoteDataEdit );
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