IET_FAST_REPEAT is the same as IET_SLOW_REPEAT, sent instead
after the button has been held a while. It hasn't actually been a different repeat rate for a very long time, and was partially phased out a while ago. Now it's just used to see if the button has been held a while. Do that with GetSecsHeld instead.
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@@ -182,8 +182,13 @@ bool ScreenSyncOverlay::OverlayInput( const InputEventPlus &input )
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switch( input.type )
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{
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case IET_RELEASE: fDelta *= 0; break;
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case IET_SLOW_REPEAT: fDelta *= 0; break;
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case IET_FAST_REPEAT: fDelta *= 10; break;
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case IET_SLOW_REPEAT:
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case IET_FAST_REPEAT:
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if( INPUTFILTER->GetSecsHeld(input.DeviceI) < 1.0f )
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fDelta *= 0;
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else
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fDelta *= 10;
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fDelta *= 10; break;
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}
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if( GAMESTATE->m_pCurSong != NULL )
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{
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