fix rendering
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@@ -943,6 +943,7 @@ void ScreenEdit::Update( float fDeltaTime )
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fapproach( m_fTrailingBeat, GAMESTATE->m_fSongBeat,
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fapproach( m_fTrailingBeat, GAMESTATE->m_fSongBeat,
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fabsf(fDelta) * fDeltaTime*5 );
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fabsf(fDelta) * fDeltaTime*5 );
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LOG->Trace( "%f (%f)", m_fTrailingBeat, GAMESTATE->m_fSongBeat );
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PlayTicks();
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PlayTicks();
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}
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}
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@@ -1047,11 +1048,24 @@ void ScreenEdit::DrawPrimitives()
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{
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{
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// HACK: Draw using the trailing beat
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// HACK: Draw using the trailing beat
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float fSongBeat = GAMESTATE->m_fSongBeat; // save song beat
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float fSongBeat = GAMESTATE->m_fSongBeat; // save song beat
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GAMESTATE->m_fSongBeat = m_fTrailingBeat; // put trailing beat in effect
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float fSongBeatNoOffset = GAMESTATE->m_fSongBeatNoOffset;
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float fSongBeatVisible = GAMESTATE->m_fSongBeatVisible;
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if( !m_soundMusic.IsPlaying() )
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{
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GAMESTATE->m_fSongBeat = m_fTrailingBeat; // put trailing beat in effect
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GAMESTATE->m_fSongBeatNoOffset = m_fTrailingBeat; // put trailing beat in effect
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GAMESTATE->m_fSongBeatVisible = m_fTrailingBeat; // put trailing beat in effect
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}
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ScreenWithMenuElements::DrawPrimitives();
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ScreenWithMenuElements::DrawPrimitives();
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GAMESTATE->m_fSongBeat = fSongBeat; // restore real song beat
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if( !m_soundMusic.IsPlaying() )
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{
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GAMESTATE->m_fSongBeat = fSongBeat; // restore real song beat
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GAMESTATE->m_fSongBeatNoOffset = fSongBeatNoOffset;
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GAMESTATE->m_fSongBeatVisible = fSongBeatVisible;
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}
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}
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}
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void ScreenEdit::Input( const InputEventPlus &input )
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void ScreenEdit::Input( const InputEventPlus &input )
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