save Preferred, Stage, Song, and Current modifiers separately. This eliminates the fragile mods store/restore.
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@@ -64,7 +64,7 @@ static LocalizedString AUTOSYNC_SONG ( "AdjustSync", "Autosync Song" );
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static LocalizedString AUTOSYNC_MACHINE ( "AdjustSync", "Autosync Machine" );
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void AdjustSync::HandleAutosync( float fNoteOffBySeconds )
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{
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if( GAMESTATE->m_SongOptions.m_AutosyncType == SongOptions::AUTOSYNC_OFF )
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if( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType == SongOptions::AUTOSYNC_OFF )
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return;
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s_fAutosyncOffset[s_iAutosyncOffsetSample] = fNoteOffBySeconds;
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@@ -77,7 +77,7 @@ void AdjustSync::HandleAutosync( float fNoteOffBySeconds )
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const float stddev = calc_stddev( s_fAutosyncOffset, s_fAutosyncOffset+SAMPLE_COUNT );
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RString sAutosyncType;
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switch( GAMESTATE->m_SongOptions.m_AutosyncType )
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switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
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{
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case SongOptions::AUTOSYNC_SONG:
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sAutosyncType = AUTOSYNC_SONG;
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@@ -91,7 +91,7 @@ void AdjustSync::HandleAutosync( float fNoteOffBySeconds )
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if( stddev < .03 ) // If they stepped with less than .03 error
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{
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switch( GAMESTATE->m_SongOptions.m_AutosyncType )
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switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
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{
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case SongOptions::AUTOSYNC_SONG:
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GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds += mean;
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