simplify and clarify
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@@ -503,27 +503,25 @@ void GameSoundManager::Update( float fDeltaTime )
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sLastFile = ThisFile;
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}
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if( g_Playing->m_TimingDelayed )
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if( g_Playing->m_TimingDelayed && !approximate )
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{
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if( approximate )
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{
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/* We're still waiting for the new sound to start playing, so keep using the
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* old timing data and fake the time. */
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CHECKPOINT_M( ssprintf("%f, delta %f", GAMESTATE->m_fMusicSeconds, fDeltaTime) );
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GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing );
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return;
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}
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else
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{
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/* We've passed the start position of the new sound, so we should be OK.
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* Load up the new timing data. */
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g_Playing->m_Timing = g_Playing->m_NewTiming;
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g_Playing->m_TimingDelayed = false;
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}
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/* We've passed the start position of the new sound, so we should be OK.
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* Load up the new timing data. */
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g_Playing->m_Timing = g_Playing->m_NewTiming;
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g_Playing->m_LightData = g_Playing->m_NewLightData;
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g_Playing->m_TimingDelayed = false;
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}
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CHECKPOINT_M( ssprintf("%f", fSeconds) );
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GAMESTATE->UpdateSongPosition( fSeconds+fAdjust, g_Playing->m_Timing, tm+fAdjust );
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if( g_Playing->m_TimingDelayed )
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{
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/* We're still waiting for the new sound to start playing, so keep using the
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* old timing data and fake the time. */
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GAMESTATE->UpdateSongPosition( GAMESTATE->m_fMusicSeconds + fDeltaTime, g_Playing->m_Timing );
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}
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else
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{
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GAMESTATE->UpdateSongPosition( fSeconds + fAdjust, g_Playing->m_Timing, tm + fAdjust );
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}
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}
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