lower compare
Quantize(300, 0.001) is giving values like 300.000015
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@@ -277,7 +277,7 @@ void AdjustSync::GetSyncChangeTextGlobal( vector<RString> &vsAddTo )
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float fNew = Quantize( PREFSMAN->m_fGlobalOffsetSeconds, 0.001f ) ;
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float fNew = Quantize( PREFSMAN->m_fGlobalOffsetSeconds, 0.001f ) ;
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float fDelta = fNew - fOld;
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.00001f )
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if( fabsf(fDelta) > 0.0001f )
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{
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{
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vsAddTo.push_back( ssprintf(
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vsAddTo.push_back( ssprintf(
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GLOBAL_OFFSET_FROM.GetValue(),
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GLOBAL_OFFSET_FROM.GetValue(),
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@@ -299,7 +299,7 @@ void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds, 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds, 0.001f );
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float fDelta = fNew - fOld;
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.00001f )
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if( fabsf(fDelta) > 0.0001f )
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{
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{
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vsAddTo.push_back( ssprintf(
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vsAddTo.push_back( ssprintf(
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SONG_OFFSET_FROM.GetValue(),
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SONG_OFFSET_FROM.GetValue(),
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@@ -315,7 +315,7 @@ void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].GetBPM(), 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].GetBPM(), 0.001f );
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float fDelta = fNew - fOld;
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.00001f )
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if( fabsf(fDelta) > 0.0001f )
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{
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{
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if ( i >= 4 )
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if ( i >= 4 )
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{
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{
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@@ -336,7 +336,7 @@ void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fDelta = fNew - fOld;
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.00001f )
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if( fabsf(fDelta) > 0.0001f )
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{
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{
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if ( i >= 4 )
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if ( i >= 4 )
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{
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{
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