use empty TimingData in Steps to signify fallback on Song timing.
This required using the new Steps::GetTimingData function and the allowEmpty parameter to TimingData::TidyUpData when appropriate, as well as clearing the TimingData to remove step timing rather than coping the song timing over it. Fixes some odd editor behavior when changing song timing, and is overall a slightly less hacky way of doing things.
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@@ -34,7 +34,7 @@ void GameplayAssist::PlayTicks( const NoteData &nd, const PlayerState *ps )
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//float fPositionSeconds = GAMESTATE->m_Position.m_fMusicSeconds;
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fPositionSeconds += SOUNDMAN->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
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const TimingData &timing = GAMESTATE->m_pCurSteps[ps->m_PlayerNumber]->m_Timing;
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const TimingData &timing = *GAMESTATE->m_pCurSteps[ps->m_PlayerNumber]->GetTimingData();
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const float fSongBeat = timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
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const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
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