TimingData: fix constness on getters
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+4
-4
@@ -220,11 +220,11 @@ public:
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void SetLabelAtBeat( float fBeat, const RString sLabel ) { SetLabelAtRow( BeatToNoteRow( fBeat ), sLabel ); }
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void SetLabelAtBeat( float fBeat, const RString sLabel ) { SetLabelAtRow( BeatToNoteRow( fBeat ), sLabel ); }
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bool DoesLabelExist( const RString& sLabel ) const;
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bool DoesLabelExist( const RString& sLabel ) const;
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float GetSpeedPercentAtRow( int iNoteRow ) { return GetSpeedSegmentAtRow(iNoteRow)->GetRatio(); }
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float GetSpeedPercentAtRow( int iNoteRow ) const { return GetSpeedSegmentAtRow(iNoteRow)->GetRatio(); }
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float GetSpeedPercentAtBeat( float fBeat ) { return GetSpeedPercentAtRow( BeatToNoteRow(fBeat) ); }
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float GetSpeedPercentAtBeat( float fBeat ) const { return GetSpeedPercentAtRow( BeatToNoteRow(fBeat) ); }
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float GetSpeedWaitAtRow( int iNoteRow ) { return GetSpeedSegmentAtRow(iNoteRow)->GetDelay(); }
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float GetSpeedWaitAtRow( int iNoteRow ) const { return GetSpeedSegmentAtRow(iNoteRow)->GetDelay(); }
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float GetSpeedWaitAtBeat( float fBeat ) { return GetSpeedWaitAtRow( BeatToNoteRow(fBeat) ); }
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float GetSpeedWaitAtBeat( float fBeat ) const { return GetSpeedWaitAtRow( BeatToNoteRow(fBeat) ); }
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// XXX: is there any point to having specific unit types?
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// XXX: is there any point to having specific unit types?
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SpeedSegment::BaseUnit GetSpeedModeAtRow( int iNoteRow ) const { return GetSpeedSegmentAtRow(iNoteRow)->GetUnit(); }
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SpeedSegment::BaseUnit GetSpeedModeAtRow( int iNoteRow ) const { return GetSpeedSegmentAtRow(iNoteRow)->GetUnit(); }
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