simplify
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@@ -735,29 +735,12 @@ void ScreenEdit::Update( float fDeltaTime )
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// Update trailing beat
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// Update trailing beat
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float fDelta = GAMESTATE->m_fSongBeat - m_fTrailingBeat;
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float fDelta = GAMESTATE->m_fSongBeat - m_fTrailingBeat;
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if( fabsf(fDelta) < 10 )
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if( fabsf(fDelta) < 0.01 )
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fapproach( m_fTrailingBeat, GAMESTATE->m_fSongBeat,
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{
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fDeltaTime*40 / GAMESTATE->m_pPlayerState[PLAYER_1]->m_CurrentPlayerOptions.m_fScrollSpeed );
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m_fTrailingBeat = GAMESTATE->m_fSongBeat; // snap
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}
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else
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else
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{
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fapproach( m_fTrailingBeat, GAMESTATE->m_fSongBeat,
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float fSign = fDelta / fabsf(fDelta);
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fabsf(fDelta) * fDeltaTime*5 );
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float fMoveDelta = fSign*fDeltaTime*40 / GAMESTATE->m_pPlayerState[PLAYER_1]->m_CurrentPlayerOptions.m_fScrollSpeed;
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if( fabsf(fMoveDelta) > fabsf(fDelta) )
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fMoveDelta = fDelta;
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m_fTrailingBeat += fMoveDelta;
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if( fabsf(fDelta) > 10 )
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{
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/* We're far off; move faster. Be sure to not overshoot. */
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fMoveDelta = fDelta * fDeltaTime*5;
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float fNewDelta = GAMESTATE->m_fSongBeat - m_fTrailingBeat;
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if( fabsf(fMoveDelta) > fabsf(fNewDelta) )
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fMoveDelta = fNewDelta;
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m_fTrailingBeat += fMoveDelta;
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}
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}
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PlayTicks();
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PlayTicks();
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}
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}
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