add ScreenGameplaySyncMachine
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@@ -37,57 +37,59 @@ static RString GetPromptText()
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vector<RString> vsSongChanges;
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if( GAMESTATE->m_pCurSong.Get() )
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_fBeat0OffsetInSeconds;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsSongChanges.push_back( ssprintf(
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CHANGED_SONG_OFFSET.GetValue()+"\n\n",
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fOld,
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fNew,
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fDelta,
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(fDelta > 0 ? EARLIER:LATER).GetValue().c_str() ) );
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_fBeat0OffsetInSeconds;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsSongChanges.push_back( ssprintf(
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CHANGED_SONG_OFFSET.GetValue()+"\n\n",
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fOld,
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fNew,
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fDelta,
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(fDelta > 0 ? EARLIER:LATER).GetValue().c_str() ) );
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsSongChanges.push_back( ssprintf(
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CHANGED_BPM.GetValue()+"\n\n",
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i+1,
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fOld,
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fNew,
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fDelta ) );
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_StopSegments.size(); i++ )
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsSongChanges.push_back( ssprintf(
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CHANGED_STOP.GetValue()+"\n\n",
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i+1,
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fOld,
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fNew,
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fDelta ) );
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}
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsSongChanges.push_back( ssprintf(
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CHANGED_BPM.GetValue()+"\n\n",
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i+1,
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fOld,
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fNew,
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fDelta ) );
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_StopSegments.size(); i++ )
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsSongChanges.push_back( ssprintf(
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CHANGED_STOP.GetValue()+"\n\n",
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i+1,
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fOld,
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fNew,
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fDelta ) );
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}
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}
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if( !vsSongChanges.empty() )
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{
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s += ssprintf(
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