move autosync logic out of Player and GameState, into a separate file
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@@ -7,6 +7,7 @@
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#include "PrefsManager.h"
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#include "InputEventPlus.h"
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#include "LocalizedString.h"
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#include "AdjustSync.h"
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static bool IsGameplay()
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{
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@@ -103,7 +104,7 @@ void ScreenSyncOverlay::UpdateText()
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if( GAMESTATE->m_pCurSong != NULL && !GAMESTATE->IsCourseMode() ) // sync controls available
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{
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{
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float fOld = GAMESTATE->m_fGlobalOffsetSecondsOriginal;
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float fOld = AdjustSync::s_fGlobalOffsetSecondsOriginal;
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float fNew = PREFSMAN->m_fGlobalOffsetSeconds;
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float fDelta = fNew - fOld;
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@@ -118,7 +119,7 @@ void ScreenSyncOverlay::UpdateText()
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}
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_fBeat0OffsetInSeconds;
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float fOld = AdjustSync::s_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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@@ -132,11 +133,11 @@ void ScreenSyncOverlay::UpdateText()
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}
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}
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ASSERT( GAMESTATE->m_pTimingDataOriginal->m_BPMSegments.size() == GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size() );
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ASSERT( AdjustSync::s_pTimingDataOriginal->m_BPMSegments.size() == GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size() );
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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 fOldBpm = GAMESTATE->m_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
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float fOldBpm = AdjustSync::s_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
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float fNewBpm = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS;
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float fDelta = fNewBpm - fOldBpm;
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@@ -203,7 +204,7 @@ bool ScreenSyncOverlay::OverlayInput( const InputEventPlus &input )
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{
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case RevertSyncChanges:
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SCREENMAN->SystemMessage( SYNC_CHANGES_REVERTED );
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GAMESTATE->RevertSyncChanges();
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AdjustSync::RevertSyncChanges();
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break;
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case ChangeSongBPM:
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{
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