cleanup
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@@ -71,12 +71,12 @@ void ScreenSyncOverlay::Update( float fDeltaTime )
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UpdateText();
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}
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static LocalizedString AUTO_PLAY ( "ScreenSyncOverlay", "AutoPlay" );
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static LocalizedString AUTO_PLAY ( "ScreenSyncOverlay", "AutoPlay" );
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static LocalizedString AUTO_PLAY_CPU ( "ScreenSyncOverlay", "AutoPlayCPU" );
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static LocalizedString AUTO_SYNC_SONG ( "ScreenSyncOverlay", "AutoSync Song" );
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static LocalizedString AUTO_SYNC_MACHINE ( "ScreenSyncOverlay", "AutoSync Machine" );
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static LocalizedString EARLIER ( "ScreenSyncOverlay", "earlier" );
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static LocalizedString LATER ( "ScreenSyncOverlay", "later" );
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static LocalizedString EARLIER ( "ScreenSyncOverlay", "earlier" );
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static LocalizedString LATER ( "ScreenSyncOverlay", "later" );
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static LocalizedString GLOBAL_OFFSET_FROM ( "ScreenSyncOverlay", "Global Offset from %+.3f to %+.3f (notes %s)" );
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static LocalizedString SONG_OFFSET_FROM ( "ScreenSyncOverlay", "Song offset from %+.3f to %+.3f (notes %s)" );
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static LocalizedString TEMPO_SEGMENT_FROM ( "ScreenSyncOverlay", "%s tempo segment from %+.3f BPM to %+.3f BPM." );
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@@ -86,15 +86,15 @@ void ScreenSyncOverlay::UpdateText()
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switch( PREFSMAN->m_AutoPlay )
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{
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case PC_HUMAN: break;
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case PC_AUTOPLAY: vs.push_back(AUTO_PLAY); break;
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case PC_HUMAN: break;
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case PC_AUTOPLAY: vs.push_back(AUTO_PLAY); break;
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case PC_CPU: vs.push_back(AUTO_PLAY_CPU); break;
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default: ASSERT(0);
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}
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switch( GAMESTATE->m_SongOptions.m_AutosyncType )
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{
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case SongOptions::AUTOSYNC_OFF: break;
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case SongOptions::AUTOSYNC_OFF: break;
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case SongOptions::AUTOSYNC_SONG: vs.push_back(AUTO_SYNC_SONG); break;
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case SongOptions::AUTOSYNC_MACHINE: vs.push_back(AUTO_SYNC_MACHINE); break;
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default: ASSERT(0);
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@@ -156,7 +156,7 @@ void ScreenSyncOverlay::UpdateText()
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}
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static LocalizedString CANT_SYNC_WHILE_PLAYING_A_COURSE ("ScreenSyncOverlay","Can't sync while playing a course.");
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static LocalizedString SYNC_CHANGES_REVERTED ("ScreenSyncOverlay","Sync changes reverted.");
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static LocalizedString SYNC_CHANGES_REVERTED ("ScreenSyncOverlay","Sync changes reverted.");
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bool ScreenSyncOverlay::OverlayInput( const InputEventPlus &input )
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{
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if( !IsGameplay() )
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@@ -194,8 +194,8 @@ bool ScreenSyncOverlay::OverlayInput( const InputEventPlus &input )
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float fDelta;
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switch( input.DeviceI.button )
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{
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case KEY_F9: fDelta = -0.02f; break;
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case KEY_F10: fDelta = +0.02f; break;
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case KEY_F9: fDelta = -0.02f; break;
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case KEY_F10: fDelta = +0.02f; break;
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default: ASSERT(0);
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}
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_RALT)) ||
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@@ -205,7 +205,7 @@ bool ScreenSyncOverlay::OverlayInput( const InputEventPlus &input )
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}
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switch( input.type )
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{
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case IET_RELEASE: fDelta *= 0; break;
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case IET_RELEASE: fDelta *= 0; break;
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case IET_SLOW_REPEAT: fDelta *= 0; break;
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case IET_FAST_REPEAT: fDelta *= 10; break;
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}
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