Slightly better variable name.
Going to try to allow for general copying of timing segments.
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+4
-4
@@ -908,7 +908,7 @@ void ScreenEdit::Init()
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m_Clipboard.SetNumTracks( m_NoteDataEdit.GetNumTracks() );
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clipboardTiming = GAMESTATE->m_pCurSong->m_SongTiming; // always have a backup.
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clipboardFullTiming = GAMESTATE->m_pCurSong->m_SongTiming; // always have a backup.
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m_bHasUndo = false;
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m_Undo.SetNumTracks( m_NoteDataEdit.GetNumTracks() );
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@@ -4667,18 +4667,18 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
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}
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case copy_timing:
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{
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clipboardTiming = GetAppropriateTiming();
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clipboardFullTiming = GetAppropriateTiming();
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break;
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}
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case paste_timing:
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{
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if (GAMESTATE->m_bIsUsingStepTiming)
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{
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GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing = clipboardTiming;
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GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing = clipboardFullTiming;
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}
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else
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{
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GAMESTATE->m_pCurSong->m_SongTiming = clipboardTiming;
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GAMESTATE->m_pCurSong->m_SongTiming = clipboardFullTiming;
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}
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SetDirty(true);
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break;
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+2
-4
@@ -277,10 +277,8 @@ protected:
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TimingData backupStepTiming;
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/**
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* @brief Have a backup of the TimingData of the player's choice.
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*
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* This will be used for copying and pasting as required. */
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TimingData clipboardTiming;
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* @brief Allow for copying and pasting a song's (or steps's) full Timing Data. */
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TimingData clipboardFullTiming;
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/** @brief The current TapNote that would be inserted. */
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TapNote m_selectedTap;
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