sync controls cleanup:
move sync display/saving out of complicated ScreenGameplay show sync UI in editor playback as well as gameplay revert sync from in-memory backup, not from disk move more functions into debug overlay
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@@ -477,13 +477,13 @@ static Menu g_CourseMode(
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int g_iLastInsertAttackTrack = -1;
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float g_fLastInsertAttackDurationSeconds = -1;
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#define PREV_SCREEN THEME->GetMetric(m_sName,"PrevScreen")
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REGISTER_SCREEN_CLASS( ScreenEdit );
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ScreenEdit::ScreenEdit( CString sName ) : ScreenWithMenuElements( sName )
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{
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LOG->Trace( "ScreenEdit::ScreenEdit()" );
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PREV_SCREEN.Load( sName, "PrevScreen" );
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ASSERT( GAMESTATE->m_pCurSong );
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ASSERT( GAMESTATE->m_pCurSteps[0] );
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}
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@@ -1482,6 +1482,11 @@ void ScreenEdit::TransitionEditState( EditState em )
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{
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EditState old = m_EditState;
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if( old == STATE_PLAYING )
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{
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SCREENMAN->AddNewScreenToTop( "ScreenSaveSync" );
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}
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switch( em )
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{
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case STATE_EDITING:
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@@ -1522,6 +1527,7 @@ void ScreenEdit::TransitionEditState( EditState em )
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case STATE_RECORDING:
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break;
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case STATE_PLAYING:
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GAMESTATE->ResetOriginalSyncData();
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break;
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default:
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ASSERT(0);
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