Do some refactoring...but doesn't solve it.
Line 79 is the killer one. It's supposed to be a vector of TimingData pointers. Yet it compiles with the address reference. ...anyone here that can take a look?
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+14
-11
@@ -61,7 +61,7 @@ void AdjustSync::ResetOriginalSyncData()
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{
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s_pTimingDataOriginal = new TimingData;
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s_vpTimingDataOriginal.clear(); // sanity check for now.
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s_vpTimingDataOriginal.push_back(new TimingData);
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s_vpTimingDataOriginal.push_back(new TimingData());
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}
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if( GAMESTATE->m_pCurSong )
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@@ -74,14 +74,15 @@ void AdjustSync::ResetOriginalSyncData()
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const vector<Steps *>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
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FOREACH( Steps*, const_cast<vector<Steps *>&>(vpSteps), s )
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{
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// the size will be original song + each step.
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/* Capture each Step's timing data in the vector.
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* TODO: Make this less ugly. */
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s_vpTimingDataOriginal.push_back(&(*s)->m_Timing);
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}
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}
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else
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{
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s_vpTimingDataOriginal.clear();
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s_vpTimingDataOriginal.push_back(new TimingData);
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s_vpTimingDataOriginal.push_back(new TimingData());
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*s_pTimingDataOriginal = TimingData();
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}
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s_fGlobalOffsetSecondsOriginal = PREFSMAN->m_fGlobalOffsetSeconds;
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@@ -338,10 +339,12 @@ void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
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if( GAMESTATE->m_pCurSong.Get() )
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{
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unsigned int iOriginalSize = vsAddTo.size();
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TimingData *original = s_pTimingDataOriginal;
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TimingData &testing = GAMESTATE->m_pCurSong->m_SongTiming;
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{
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float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_fBeat0OffsetInSeconds, 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds, 0.001f );
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float fOld = Quantize( original->m_fBeat0OffsetInSeconds, 0.001f );
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float fNew = Quantize( testing.m_fBeat0OffsetInSeconds, 0.001f );
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.0001f )
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@@ -354,10 +357,10 @@ void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_SongTiming.m_BPMSegments.size(); i++ )
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for( unsigned i=0; i< testing.m_BPMSegments.size(); i++ )
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{
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float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_BPMSegments[i].GetBPM(), 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_SongTiming.m_BPMSegments[i].GetBPM(), 0.001f );
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float fOld = Quantize( original->m_BPMSegments[i].GetBPM(), 0.001f );
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float fNew = Quantize( testing.m_BPMSegments[i].GetBPM(), 0.001f );
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.0001f )
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@@ -375,10 +378,10 @@ void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_SongTiming.m_StopSegments.size(); i++ )
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for( unsigned i=0; i< testing.m_StopSegments.size(); i++ )
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{
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float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_SongTiming.m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fOld = Quantize( original->m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fNew = Quantize( testing.m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fDelta = fNew - fOld;
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if( fabsf(fDelta) > 0.0001f )
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