I don't like shadowed variables.
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+10
-4
@@ -250,18 +250,24 @@ void SpeedSegment::SetUnit(const int i)
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this->unit = static_cast<unsigned short>(i);
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}
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void SpeedSegment::Scale( int start, int length, int newLength )
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void SpeedSegment::Scale( int start, int oldLength, int newLength )
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{
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if( GetUnit() == 0 )
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{
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// XXX: this function is duplicated, there should be a better way
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float startBeat = GetBeat();
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float endBeat = startBeat + GetLength();
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float newStartBeat = ScalePosition( NoteRowToBeat(start), NoteRowToBeat(length), NoteRowToBeat(newLength), startBeat );
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float newEndBeat = ScalePosition( NoteRowToBeat(start), NoteRowToBeat(length), NoteRowToBeat(newLength), endBeat );
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float newStartBeat = ScalePosition(NoteRowToBeat(start),
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NoteRowToBeat(oldLength),
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NoteRowToBeat(newLength),
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startBeat);
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float newEndBeat = ScalePosition(NoteRowToBeat(start),
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NoteRowToBeat(oldLength),
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NoteRowToBeat(newLength),
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endBeat);
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SetLength( newEndBeat - newStartBeat );
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}
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TimingSegment<SpeedSegment>::Scale( start, length, newLength );
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TimingSegment<SpeedSegment>::Scale( start, oldLength, newLength );
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}
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bool SpeedSegment::operator<( const SpeedSegment &other ) const
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