cleanup
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@@ -1290,17 +1290,17 @@ void ScreenGameplay::LoadLights()
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NoteDataUtil::LoadTransformedLights( TapNoteData1, m_CabinetLightsNoteData, GameManager::StepsTypeToNumTracks(STEPS_TYPE_LIGHTS_CABINET) );
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}
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float ScreenGameplay::StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic)
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float ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMusic )
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{
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ASSERT(MinTimeToNotes >= 0);
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ASSERT(MinTimeToMusic >= 0);
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ASSERT( fMinTimeToNotes >= 0 );
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ASSERT( fMinTimeToMusic >= 0 );
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/* XXX: We want the first beat *in use*, so we don't delay needlessly. */
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const float fFirstBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
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const float fFirstSecond = GAMESTATE->m_pCurSong->GetElapsedTimeFromBeat( fFirstBeat );
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float fStartSecond = fFirstSecond - MinTimeToNotes;
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float fStartSecond = fFirstSecond - fMinTimeToNotes;
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fStartSecond = min(fStartSecond, -MinTimeToMusic);
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fStartSecond = min( fStartSecond, -fMinTimeToMusic );
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m_pSoundMusic->SetProperty( "AccurateSync", true );
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@@ -150,8 +150,8 @@ protected:
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void SetupSong( int iSongIndex );
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void ReloadCurrentSong();
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virtual void LoadNextSong();
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void LoadCourseSongNumber( int SongNumber );
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float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic);
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void LoadCourseSongNumber( int iSongNumber );
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float StartPlayingSong( float MinTimeToNotes, float fMinTimeToMusic );
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void LoadLights();
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void PauseGame( bool bPause, GameController gc = GameController_Invalid );
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void PlayAnnouncer( RString type, float fSeconds );
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