move CommonMetrics into a namespace so that it's clear where they're coming from when used.
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@@ -913,7 +913,7 @@ void ScreenGameplay::InitSongQueues()
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// In a survuval course, override stored mods
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if( pCourse->GetCourseType() == COURSE_TYPE_SURVIVAL )
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a.push_back( Attack(ATTACK_LEVEL_1, 0, 0, "clearall,"+DEFAULT_MODIFIERS.GetValue(), false, true, false) ); // don't show in AttackList
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a.push_back( Attack(ATTACK_LEVEL_1, 0, 0, "clearall,"+CommonMetrics::DEFAULT_MODIFIERS.GetValue(), false, true, false) ); // don't show in AttackList
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e->GetAttackArray( a );
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pi->m_asModifiersQueue.push_back( a );
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@@ -1434,7 +1434,7 @@ void ScreenGameplay::PlayTicks()
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* ahead. This is just to make sure that we request the sound early enough for it to
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* come out on time; the actual precise timing is handled by SetStartTime. */
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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fPositionSeconds += SOUND->GetPlayLatency() + (float)TICK_EARLY_SECONDS + 0.250f;
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fPositionSeconds += SOUND->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
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const float fSongBeat = GAMESTATE->m_pCurSong->GetBeatFromElapsedTime( fPositionSeconds );
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const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
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@@ -1459,7 +1459,7 @@ void ScreenGameplay::PlayTicks()
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fSecondsUntil /= GAMESTATE->m_SongOptions.m_fMusicRate; /* 2x music rate means the time until the tick is halved */
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RageSoundParams p;
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p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)TICK_EARLY_SECONDS);
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p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
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m_soundAssistTick.Play( &p );
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}
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}
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