[splittiming] Revert Song Timing Restrictions.
I still think BG Changes should be Song Timing only though.
This commit is contained in:
@@ -1259,11 +1259,7 @@ This change creates more than %d notes in a measure.=This change creates more th
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This change creates notes past the end of the music and is not allowed.=This change creates notes past the end of the music and is not allowed.
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This change creates notes past the end of the music and is not allowed.=This change creates notes past the end of the music and is not allowed.
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This will destroy all unsaved changes.=This will destroy all unsaved changes.
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This will destroy all unsaved changes.=This will destroy all unsaved changes.
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Undo=Undo
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Undo=Undo
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You must be in Step Timing Mode to edit the notes.=You must be in Step Timing Mode to edit the notes.
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You must be in Song Timing Mode to edit BG Changes.=You must be in Song Timing Mode to edit BG Changes.
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You must be in Song Timing Mode to edit BG Changes.=You must be in Song Timing Mode to edit BG Changes.
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You must be in Step Timing Mode to record steps.=You must be in Step Timing Mode to record steps.
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You must be in Step Timing Mode to insert beats and shift down.=You must be in Step Timing Mode to insert beats and shift down.
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You must be in Step Timing Mode to delete beats and shift up.=You must be in Step Timing Mode to delete beats and shift up.
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Current beat=Current beat
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Current beat=Current beat
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Current second=Current second
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Current second=Current second
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+10
-56
@@ -995,7 +995,7 @@ void ScreenEdit::Update( float fDeltaTime )
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}
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}
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float fLastBeat = NoteRowToBeat(m_iStopPlayingAt);
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float fLastBeat = NoteRowToBeat(m_iStopPlayingAt);
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if( bButtonIsBeingPressed && m_EditState == STATE_RECORDING && GAMESTATE->m_bIsEditorStepTiming )
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if( bButtonIsBeingPressed && m_EditState == STATE_RECORDING )
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{
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{
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float fSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat( fLastBeat );
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float fSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat( fLastBeat );
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fLastBeat = m_pSteps->m_Timing.GetBeatFromElapsedTime( fSeconds + 0.5f );
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fLastBeat = m_pSteps->m_Timing.GetBeatFromElapsedTime( fSeconds + 0.5f );
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@@ -1280,11 +1280,7 @@ static int FindAttackAtTime( const AttackArray& attacks, float fStartTime )
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return -1;
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return -1;
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}
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}
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static LocalizedString TAP_NOTE_SONG_TIMING ( "ScreenEdit", "You must be in Step Timing Mode to edit the notes." );
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static LocalizedString BG_CHANGE_STEP_TIMING ( "ScreenEdit", "You must be in Song Timing Mode to edit BG Changes." );
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static LocalizedString BG_CHANGE_STEP_TIMING ( "ScreenEdit", "You must be in Song Timing Mode to edit BG Changes." );
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static LocalizedString RECORD_SONG_TIMING ( "ScreenEdit", "You must be in Step Timing Mode to record steps." );
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static LocalizedString INSERT_BEAT_SONG_TIMING ( "ScreenEdit", "You must be in Step Timing Mode to insert beats and shift down." );
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static LocalizedString DELETE_BEAT_SONG_TIMING ( "ScreenEdit", "You must be in Step Timing Mode to delete beats and shift up." );
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static LocalizedString SWITCHED_TO ( "ScreenEdit", "Switched to" );
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static LocalizedString SWITCHED_TO ( "ScreenEdit", "Switched to" );
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static LocalizedString NO_BACKGROUNDS_AVAILABLE ( "ScreenEdit", "No backgrounds available" );
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static LocalizedString NO_BACKGROUNDS_AVAILABLE ( "ScreenEdit", "No backgrounds available" );
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@@ -1316,15 +1312,6 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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if( input.type != IET_FIRST_PRESS )
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if( input.type != IET_FIRST_PRESS )
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break; // We only care about first presses
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break; // We only care about first presses
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if( !GAMESTATE->m_bIsEditorStepTiming )
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{
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// Only allow steps to be hit in Step Timing.
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SCREENMAN->SystemMessage( TAP_NOTE_SONG_TIMING );
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SCREENMAN->PlayInvalidSound();
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break;
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}
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int iCol = EditB - EDIT_BUTTON_COLUMN_0;
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int iCol = EditB - EDIT_BUTTON_COLUMN_0;
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@@ -1555,20 +1542,18 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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{
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{
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// update enabled/disabled in g_AreaMenu
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// update enabled/disabled in g_AreaMenu
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bool bAreaSelected = m_NoteFieldEdit.m_iBeginMarker!=-1 && m_NoteFieldEdit.m_iEndMarker!=-1;
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bool bAreaSelected = m_NoteFieldEdit.m_iBeginMarker!=-1 && m_NoteFieldEdit.m_iEndMarker!=-1;
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g_AreaMenu.rows[cut].bEnabled = bAreaSelected && GAMESTATE->m_bIsEditorStepTiming;
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g_AreaMenu.rows[cut].bEnabled = bAreaSelected;
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g_AreaMenu.rows[copy].bEnabled = bAreaSelected;
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g_AreaMenu.rows[copy].bEnabled = bAreaSelected;
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g_AreaMenu.rows[paste_at_current_beat].bEnabled = !m_Clipboard.IsEmpty() && GAMESTATE->m_bIsEditorStepTiming;
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g_AreaMenu.rows[paste_at_current_beat].bEnabled = !m_Clipboard.IsEmpty();
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g_AreaMenu.rows[paste_at_begin_marker].bEnabled = !m_Clipboard.IsEmpty() != 0 && m_NoteFieldEdit.m_iBeginMarker!=-1 && GAMESTATE->m_bIsEditorStepTiming;
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g_AreaMenu.rows[paste_at_begin_marker].bEnabled = !m_Clipboard.IsEmpty() != 0 && m_NoteFieldEdit.m_iBeginMarker!=-1;
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g_AreaMenu.rows[clear].bEnabled = bAreaSelected && GAMESTATE->m_bIsEditorStepTiming;
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g_AreaMenu.rows[clear].bEnabled = bAreaSelected;
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g_AreaMenu.rows[quantize].bEnabled = bAreaSelected && GAMESTATE->m_bIsEditorStepTiming;
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g_AreaMenu.rows[quantize].bEnabled = bAreaSelected;
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g_AreaMenu.rows[turn].bEnabled = bAreaSelected && GAMESTATE->m_bIsEditorStepTiming;
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g_AreaMenu.rows[turn].bEnabled = bAreaSelected;
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g_AreaMenu.rows[transform].bEnabled = bAreaSelected && GAMESTATE->m_bIsEditorStepTiming;
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g_AreaMenu.rows[transform].bEnabled = bAreaSelected;
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g_AreaMenu.rows[alter].bEnabled = bAreaSelected && GAMESTATE->m_bIsEditorStepTiming;
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g_AreaMenu.rows[alter].bEnabled = bAreaSelected;
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g_AreaMenu.rows[tempo].bEnabled = bAreaSelected;
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g_AreaMenu.rows[tempo].bEnabled = bAreaSelected;
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g_AreaMenu.rows[play].bEnabled = bAreaSelected;
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g_AreaMenu.rows[play].bEnabled = bAreaSelected;
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g_AreaMenu.rows[record].bEnabled = bAreaSelected && GAMESTATE->m_bIsEditorStepTiming;
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g_AreaMenu.rows[record].bEnabled = bAreaSelected;
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g_AreaMenu.rows[insert_and_shift].bEnabled = GAMESTATE->m_bIsEditorStepTiming;
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g_AreaMenu.rows[delete_and_shift].bEnabled = GAMESTATE->m_bIsEditorStepTiming;
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g_AreaMenu.rows[convert_to_pause].bEnabled = bAreaSelected;
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g_AreaMenu.rows[convert_to_pause].bEnabled = bAreaSelected;
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g_AreaMenu.rows[undo].bEnabled = m_bHasUndo;
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g_AreaMenu.rows[undo].bEnabled = m_bHasUndo;
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EditMiniMenu( &g_AreaMenu, SM_BackFromAreaMenu );
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EditMiniMenu( &g_AreaMenu, SM_BackFromAreaMenu );
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@@ -2083,12 +2068,6 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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HandleMainMenuChoice( play_selection );
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HandleMainMenuChoice( play_selection );
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break;
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break;
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case EDIT_BUTTON_RECORD_SELECTION:
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case EDIT_BUTTON_RECORD_SELECTION:
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if( !GAMESTATE->m_bIsEditorStepTiming )
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{
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SCREENMAN->SystemMessage( RECORD_SONG_TIMING );
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SCREENMAN->PlayInvalidSound();
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break;
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}
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if( m_NoteFieldEdit.m_iBeginMarker!=-1 && m_NoteFieldEdit.m_iEndMarker!=-1 )
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if( m_NoteFieldEdit.m_iBeginMarker!=-1 && m_NoteFieldEdit.m_iEndMarker!=-1 )
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{
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{
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HandleAreaMenuChoice( record );
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HandleAreaMenuChoice( record );
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@@ -2125,14 +2104,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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break;
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break;
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case EDIT_BUTTON_INSERT:
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case EDIT_BUTTON_INSERT:
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if( GAMESTATE->m_bIsEditorStepTiming )
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{
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HandleAreaMenuChoice( insert_and_shift );
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HandleAreaMenuChoice( insert_and_shift );
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}
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else
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{
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SCREENMAN->SystemMessage( INSERT_BEAT_SONG_TIMING );
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}
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SCREENMAN->PlayInvalidSound();
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SCREENMAN->PlayInvalidSound();
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break;
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break;
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@@ -2142,14 +2114,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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break;
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break;
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case EDIT_BUTTON_DELETE:
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case EDIT_BUTTON_DELETE:
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if( GAMESTATE->m_bIsEditorStepTiming )
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{
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HandleAreaMenuChoice( delete_and_shift );
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HandleAreaMenuChoice( delete_and_shift );
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}
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else
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{
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SCREENMAN->SystemMessage( DELETE_BEAT_SONG_TIMING );
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}
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SCREENMAN->PlayInvalidSound();
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SCREENMAN->PlayInvalidSound();
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break;
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break;
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@@ -2191,9 +2156,6 @@ void ScreenEdit::InputRecord( const InputEventPlus &input, EditButton EditB )
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return;
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return;
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}
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}
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if ( !GAMESTATE->m_bIsEditorStepTiming )
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return; // can't allow changes if in song timing.
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if( input.pn != PLAYER_1 )
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if( input.pn != PLAYER_1 )
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return; // ignore
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return; // ignore
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@@ -2259,12 +2221,7 @@ void ScreenEdit::InputRecordPaused( const InputEventPlus &input, EditButton Edit
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break;
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break;
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case EDIT_BUTTON_RECORD_SELECTION:
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case EDIT_BUTTON_RECORD_SELECTION:
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if( GAMESTATE->m_bIsEditorStepTiming )
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TransitionEditState( STATE_RECORDING );
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TransitionEditState( STATE_RECORDING );
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else
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{
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// broadcast error maybe.
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}
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break;
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break;
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case EDIT_BUTTON_RECORD_FROM_CURSOR:
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case EDIT_BUTTON_RECORD_FROM_CURSOR:
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@@ -2612,8 +2569,6 @@ void ScreenEdit::ScrollTo( float fDestinationBeat )
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if( !EditIsBeingPressed(b) )
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if( !EditIsBeingPressed(b) )
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continue;
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continue;
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if( GAMESTATE->m_bIsEditorStepTiming )
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{
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// create a new hold note
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// create a new hold note
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int iStartRow = BeatToNoteRow( min(fOriginalBeat, fDestinationBeat) );
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int iStartRow = BeatToNoteRow( min(fOriginalBeat, fDestinationBeat) );
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int iEndRow = BeatToNoteRow( max(fOriginalBeat, fDestinationBeat) );
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int iEndRow = BeatToNoteRow( max(fOriginalBeat, fDestinationBeat) );
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@@ -2626,7 +2581,6 @@ void ScreenEdit::ScrollTo( float fDestinationBeat )
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tn.pn = m_InputPlayerNumber;
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tn.pn = m_InputPlayerNumber;
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m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, tn );
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m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, tn );
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}
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}
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}
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if( EditIsBeingPressed(EDIT_BUTTON_SCROLL_SELECT) )
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if( EditIsBeingPressed(EDIT_BUTTON_SCROLL_SELECT) )
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{
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{
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