remove old comments
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@@ -329,11 +329,6 @@ float FindLastDisplayedBeat( PlayerNumber pn, int iLastPixelToDraw )
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float fSearchDistance = 10;
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float fLastBeatToDraw = GAMESTATE->m_fSongBeat+fSearchDistance;
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/* With a song that starts with a negative offset, fSearchDistance here can put
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* the result out of range. XXX: 0 does, too; try setting an #OFFSET to -100. */
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// if( GAMESTATE->m_fSongBeat < 0 )
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// fLastBeatToDraw = 0; //fSearchDistance;
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const int NUM_ITERATIONS = 20;
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for( int i=0; i<NUM_ITERATIONS; i++ )
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@@ -345,8 +340,6 @@ float FindLastDisplayedBeat( PlayerNumber pn, int iLastPixelToDraw )
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else // on screen
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fLastBeatToDraw += fSearchDistance;
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// float fOffBy = fYPosWOReverse - iLastPixelToDraw;
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fSearchDistance /= 2;
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}
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@@ -297,10 +297,6 @@ void PlayerOptions::FromString( CString sOptions )
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m_sNoteSkin = sBit;
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else if( sBit == "noteskin" && !on ) /* "no noteskin" */
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m_sNoteSkin = "default";
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// XXX: this warns about song options
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//else
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// LOG->Warn( "Modifier '%s' not recognized.", sBit.c_str() );
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}
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}
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@@ -631,7 +631,6 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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if( iCol >= m_NoteFieldEdit.GetNumTracks() ) // this button is not in the range of columns for this StyleDef
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break;
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/* XXX: easier to do with 4s */
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// check for to see if the user intended to remove a HoldNote
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bool bRemovedAHoldNote = false;
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for( int i=0; i<m_NoteFieldEdit.GetNumHoldNotes(); i++ ) // for each HoldNote
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@@ -936,9 +936,7 @@ void Song::ReCalculateRadarValuesAndLastBeat()
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// calculate first/last beat
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//
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/* Many songs have stray, empty song patterns. Ignore them, so
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* they don't force the first beat of the whole song to 0. XXX Should
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* we just delete them, now that new patterns can be created quickly
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* in the editor? */
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* they don't force the first beat of the whole song to 0. */
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if(tempNoteData.GetLastRow() == 0)
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continue;
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