edit state has its own PlayerState; reset options here
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@@ -1786,8 +1786,6 @@ void ScreenEdit::TransitionEditState( EditState em )
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* make sure we don't stay there if we escaped out early. */
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* make sure we don't stay there if we escaped out early. */
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GAMESTATE->m_fSongBeat = max( GAMESTATE->m_fSongBeat, 0 );
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GAMESTATE->m_fSongBeat = max( GAMESTATE->m_fSongBeat, 0 );
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GAMESTATE->m_pPlayerState[PLAYER_1]->m_CurrentPlayerOptions = GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions;
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if( old == STATE_RECORDING )
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if( old == STATE_RECORDING )
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{
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{
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SaveUndo();
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SaveUndo();
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@@ -1816,9 +1814,10 @@ void ScreenEdit::TransitionEditState( EditState em )
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case STATE_RECORDING:
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case STATE_RECORDING:
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/* Stop displaying course attacks, if any, and return to the player's defaults. */
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/* Stop displaying course attacks, if any, and return to the player's defaults. */
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GAMESTATE->RemoveAllActiveAttacks();
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GAMESTATE->RemoveAllActiveAttacks();
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GAMESTATE->m_pPlayerState[PLAYER_1]->RebuildPlayerOptionsFromActiveAttacks();
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/* Snap to current options. */
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/* Snap to current options. */
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GAMESTATE->m_pPlayerState[PLAYER_1]->RebuildPlayerOptionsFromActiveAttacks();
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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 secord lead-in. If we're loading Player, this must be done first. */
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/* Give a 1 secord 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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float fSeconds = m_pSong->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;
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