simplify with GetTweenTimeLeft()
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@@ -112,7 +112,6 @@ protected:
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int m_iCurBGChangeIndex;
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Actor *m_pCurrentBGA;
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Actor *m_pFadingBGA;
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float m_fSecsLeftInFade;
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};
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Layer m_Layer[NUM_BackgroundLayer];
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@@ -161,7 +160,6 @@ BackgroundImpl::Layer::Layer()
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m_iCurBGChangeIndex = -1;
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m_pCurrentBGA = NULL;
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m_pFadingBGA = NULL;
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m_fSecsLeftInFade = 0;
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}
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void BackgroundImpl::Init()
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@@ -261,7 +259,6 @@ void BackgroundImpl::Layer::Unload()
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m_pCurrentBGA = NULL;
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m_pFadingBGA = NULL;
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m_fSecsLeftInFade = 0;
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m_iCurBGChangeIndex = -1;
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}
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@@ -785,7 +782,6 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
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{
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m_pFadingBGA = NULL;
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LOG->Trace( "bg didn't actually change. Ignoring." );
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m_fSecsLeftInFade = 0;
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}
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else
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{
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@@ -817,8 +813,6 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
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LUA->UnsetGlobal( "Color1" );
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LUA->UnsetGlobal( "Color2" );
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m_fSecsLeftInFade = m_pFadingBGA ? m_pFadingBGA->GetTweenTimeLeft() / oldChange.m_fRate : 0;
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/* How much time of this BGA have we skipped? (This happens with SetSeconds.) */
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const float fStartSecond = pSong->m_Timing.GetElapsedTimeFromBeat( change.m_fStartBeat );
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@@ -828,12 +822,8 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus
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if( m_pFadingBGA )
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{
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m_fSecsLeftInFade -= fDeltaTime;
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if( m_fSecsLeftInFade < 0 )
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{
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m_fSecsLeftInFade = 0;
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if( m_pFadingBGA->GetTweenTimeLeft() == 0 )
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m_pFadingBGA = NULL;
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}
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}
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/* This is affected by the music rate. */
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