[splittiming] move bogus variables back to GameState (210)
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+7
-1
@@ -957,7 +957,13 @@ void GameState::UpdateSongPosition( float fPositionSeconds, const TimingData &ti
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FOREACH_EnabledPlayer( pn )
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m_pPlayerState[pn]->m_Position.UpdateSongPosition( fPositionSeconds, m_pCurSteps[pn]->m_Timing, timestamp );
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Actor::SetBGMTime( m_Position.m_fMusicSecondsVisible, m_Position.m_fSongBeatVisible, m_Position.fPositionSeconds, m_Position.m_fSongBeatNoOffset );
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m_fMusicSecondsVisible = fPositionSeconds - g_fVisualDelaySeconds.Get();
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float fThrowAway, fThrowAway2;
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bool bThrowAway;
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int iThrowAway;
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timing.GetBeatAndBPSFromElapsedTime( m_fMusicSecondsVisible, m_fSongBeatVisible, fThrowAway, bThrowAway, bThrowAway, iThrowAway, fThrowAway2 );
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Actor::SetBGMTime( m_Position.m_fMusicSecondsVisible, m_Position.m_fSongBeatVisible, fPositionSeconds, m_Position.m_fSongBeatNoOffset );
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// LOG->Trace( "m_fMusicSeconds = %f, m_fSongBeat = %f, m_fCurBPS = %f, m_bFreeze = %f", m_fMusicSeconds, m_fSongBeat, m_fCurBPS, m_bFreeze );
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}
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@@ -196,6 +196,8 @@ public:
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// Music statistics:
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SongPosition m_Position;
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float m_fMusicSecondsVisible;
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float m_fSongBeatVisible;
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BroadcastOnChange<bool> m_bGameplayLeadIn;
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@@ -34,12 +34,6 @@ void SongPosition::UpdateSongPosition( float fPositionSeconds, const TimingData
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m_fSongBeatNoOffset = timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
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m_fMusicSecondsVisible = fPositionSeconds - g_fVisualDelaySeconds.Get();
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float fThrowAway, fThrowAway2;
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bool bThrowAway;
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int iThrowAway;
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timing.GetBeatAndBPSFromElapsedTime( m_fMusicSecondsVisible, m_fSongBeatVisible, fThrowAway, bThrowAway, bThrowAway, iThrowAway, fThrowAway2 );
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/*
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// xxx testing: only do this on monotune survivor
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if( m_pCurSong && m_pCurSong->GetDisplayFullTitle() == "monotune survivor" )
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@@ -59,5 +53,4 @@ void SongPosition::UpdateSongPosition( float fPositionSeconds, const TimingData
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}
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*/
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}
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@@ -32,9 +32,6 @@ class SongPosition
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float m_fWarpDestination;
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RageTimer m_LastBeatUpdate; // time of last m_fSongBeat, etc. update
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float m_fMusicSecondsVisible;
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float m_fSongBeatVisible;
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void UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer ×tamp = RageZeroTimer );
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};
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