Reverting sync seems alright.
I think the rest is cleanup, but class is starting soon, so that will have to wait.
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+12
-5
@@ -136,11 +136,18 @@ void AdjustSync::RevertSyncChanges()
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if( GAMESTATE->IsCourseMode() )
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return;
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PREFSMAN->m_fGlobalOffsetSeconds.Set( s_fGlobalOffsetSecondsOriginal );
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/* TODO: Return EACH TimingData back to normal.
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* Hopefully on a loop ot always uses the same order. Either that,
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* or we can loop through the vector and manually access the proper
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* steps through GameState. */
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GAMESTATE->m_pCurSong->m_SongTiming = *s_pTimingDataOriginal;
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// The first one is ALWAYS the song timing.
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GAMESTATE->m_pCurSong->m_SongTiming = *s_vpTimingDataOriginal[0];
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unsigned location = 1;
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const vector<Steps *>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
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FOREACH( Steps*, const_cast<vector<Steps *>&>(vpSteps), s )
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{
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(*s)->m_Timing = *s_vpTimingDataOriginal[location];
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location++;
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}
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ResetOriginalSyncData();
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s_fStandardDeviation = 0.0f;
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s_fAverageError = 0.0f;
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