fix up STATE_RECORDING_PAUSED; make this clearer
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@@ -1957,6 +1957,27 @@ void ScreenEdit::TransitionEditState( EditState em )
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break;
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}
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// Set up player options for this mode. (EDITING uses m_PlayerStateEdit, which we
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// don't need to change.)
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if( em != STATE_EDITING )
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{
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// Stop displaying course attacks, if any.
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GAMESTATE->m_pPlayerState[PLAYER_1]->RemoveActiveAttacks();
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// Load the player's default PlayerOptions.
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GAMESTATE->m_pPlayerState[PLAYER_1]->RebuildPlayerOptionsFromActiveAttacks();
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switch( em )
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{
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case STATE_RECORDING:
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case STATE_RECORDING_PAUSED:
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_fScrolls[PlayerOptions::SCROLL_CENTERED] = 1.0f;
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break;
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}
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/* Snap to current options. */
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_CurrentPlayerOptions = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions;
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}
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switch( em )
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{
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case STATE_EDITING:
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@@ -1981,16 +2002,6 @@ void ScreenEdit::TransitionEditState( EditState em )
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{
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GAMESTATE->ResetOriginalSyncData();
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/* Stop displaying course attacks, if any, and return to the player's defaults. */
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GAMESTATE->m_pPlayerState[PLAYER_1]->RemoveActiveAttacks();
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GAMESTATE->m_pPlayerState[PLAYER_1]->RebuildPlayerOptionsFromActiveAttacks();
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if( em == STATE_RECORDING )
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_fScrolls[PlayerOptions::SCROLL_CENTERED] = 1.0f;
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/* Snap to current options. */
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_CurrentPlayerOptions = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions;
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/* Give a 1 second lead-in. If we're loading Player, this must be done first. */
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float fSeconds = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;
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GAMESTATE->UpdateSongPosition( fSeconds, m_pSong->m_Timing );
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