[splittiming] Right idea, wrong place.
Song Timing respected when needed, included SpeedSegments.
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@@ -85,7 +85,7 @@ void ArrowEffects::Update()
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FOREACH_PlayerNumber( pn )
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FOREACH_PlayerNumber( pn )
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{
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{
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const Style::ColumnInfo* pCols = pStyle->m_ColumnInfo[pn];
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const Style::ColumnInfo* pCols = pStyle->m_ColumnInfo[pn];
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const SongPosition &position = (GAMESTATE->m_bInStepEditor || GAMESTATE->m_bIsUsingStepTiming)
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const SongPosition &position = GAMESTATE->m_bIsUsingStepTiming
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? GAMESTATE->m_pPlayerState[pn]->m_Position : GAMESTATE->m_Position;
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? GAMESTATE->m_pPlayerState[pn]->m_Position : GAMESTATE->m_Position;
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PerPlayerData &data = g_EffectData[pn];
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PerPlayerData &data = g_EffectData[pn];
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@@ -264,7 +264,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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bIsPastPeakOut = true;
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bIsPastPeakOut = true;
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float fYOffset = 0;
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float fYOffset = 0;
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const SongPosition &position = (!GAMESTATE->m_bInStepEditor || GAMESTATE->m_bIsUsingStepTiming)
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const SongPosition &position = GAMESTATE->m_bIsUsingStepTiming
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? pPlayerState->m_Position : GAMESTATE->m_Position;
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? pPlayerState->m_Position : GAMESTATE->m_Position;
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float fSongBeat = position.m_fSongBeatVisible;
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float fSongBeat = position.m_fSongBeatVisible;
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@@ -277,7 +277,7 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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{
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{
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float fBeatsUntilStep = fNoteBeat - fSongBeat;
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float fBeatsUntilStep = fNoteBeat - fSongBeat;
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float fYOffsetBeatSpacing = fBeatsUntilStep;
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float fYOffsetBeatSpacing = fBeatsUntilStep;
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float fSpeedMultiplier = GAMESTATE->m_bInStepEditor ? 1.0 : GetSpeedMultiplier( position.m_fSongBeatVisible, position.m_fMusicSecondsVisible, pCurSteps->m_Timing );
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float fSpeedMultiplier = ( GAMESTATE->m_bInStepEditor || !GAMESTATE->m_bIsUsingStepTiming ) ? 1.0 : GetSpeedMultiplier( position.m_fSongBeatVisible, position.m_fMusicSecondsVisible, pCurSteps->m_Timing );
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fYOffset += fSpeedMultiplier * fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
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fYOffset += fSpeedMultiplier * fYOffsetBeatSpacing * (1-pPlayerState->m_PlayerOptions.GetCurrent().m_fTimeSpacing);
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}
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}
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