UpdateSongPositions
It is useful to have Player SongPositions update off of ScreenGameplay for use with things like ArrowEffects. ScreenGameplay, ScreenHowToPlay, and ScreenEdit stop GameSoundManager from running GameState:UpdateSongPosition and do it themselves, so this has no impact on the screen classes that cared about, and thus updated, player SongPositions.
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+5
-8
@@ -998,7 +998,7 @@ void GameState::ResetStageStatistics()
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m_iStageSeed = rand();
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}
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void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp, bool bUpdatePlayers )
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void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp )
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{
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/* It's not uncommon to get a lot of duplicated positions from the sound
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* driver, like so: 13.120953,13.130975,13.130975,13.130975,13.140998,...
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@@ -1017,15 +1017,12 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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m_Position.UpdateSongPosition( fPositionSeconds, timing, timestamp );
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if( bUpdatePlayers )
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FOREACH_EnabledPlayer( pn )
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{
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FOREACH_EnabledPlayer( pn )
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if( m_pCurSteps[pn] )
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{
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if( m_pCurSteps[pn] )
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{
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m_pPlayerState[pn]->m_Position.UpdateSongPosition( fPositionSeconds, *m_pCurSteps[pn]->GetTimingData(), timestamp );
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Actor::SetPlayerBGMBeat( pn, m_pPlayerState[pn]->m_Position.m_fSongBeatVisible, m_pPlayerState[pn]->m_Position.m_fSongBeatNoOffset );
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}
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m_pPlayerState[pn]->m_Position.UpdateSongPosition( fPositionSeconds, *m_pCurSteps[pn]->GetTimingData(), timestamp );
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Actor::SetPlayerBGMBeat( pn, m_pPlayerState[pn]->m_Position.m_fSongBeatVisible, m_pPlayerState[pn]->m_Position.m_fSongBeatNoOffset );
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}
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}
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Actor::SetBGMTime( GAMESTATE->m_Position.m_fMusicSecondsVisible, GAMESTATE->m_Position.m_fSongBeatVisible, fPositionSeconds, GAMESTATE->m_Position.m_fSongBeatNoOffset );
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